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class NoiseSystem
{
private void NoiseSystem() {}
private void ~NoiseSystem() {}
proto void AddNoise(EntityAI source_entity, NoiseParams noise_params, float external_strenght_multiplier = 1.0);
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier = 1.0);
//! Will make a noise at that position which the AI will "see" for the duration of 'lifetime'
proto void AddNoiseTarget(vector pos, float lifetime, NoiseParams noise_params, float external_strength_multiplier = 1.0);
}
class NoiseParams
{
void NoiseParams()
{
}
proto native void Load(string noise_name);
proto native void LoadFromPath(string noise_path);
}