252 lines
5.8 KiB
Plaintext
252 lines
5.8 KiB
Plaintext
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#include maps\_vehicle_aianim;
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#include maps\_utility;
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#include maps\_vehicle;
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#include common_scripts\utility;
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#using_animtree( "vehicles" );
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main( model, type )
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{
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if ( !isdefined( level._effect ) )
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level._effect = [];
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level._effect[ "flare_runner_intro" ] = loadfx( "misc/flare_start" );
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level._effect[ "flare_runner" ] = loadfx( "misc/flare" );
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level._effect[ "flare_runner_fizzout" ] = loadfx( "misc/flare_end" );
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build_template( "flare", model, type );
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build_localinit( ::init_local );
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//health, optional_min, optional_max
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build_life( 9999 );
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}
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init_local()
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{
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}
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// below is the script for the in game flare effect
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merge_suncolor( delay, timer, rgb1, rgb2 )
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{
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wait( delay );
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timer = timer * 20;
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suncolor = [];
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for ( i = 0; i < timer; i++ )
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{
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dif = i / timer;
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level.thedif = dif;
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c = [];
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for ( p = 0; p < 3; p++ )
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{
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c[ p ] = rgb2[ p ] * dif + rgb1[ p ] * ( 1 - dif );
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}
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level.sun_color = ( c[ 0 ], c[ 1 ], c[ 2 ] );
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wait( 0.05 );
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}
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}
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merge_sunsingledvar( dvar, delay, timer, l1, l2 )
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{
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// level notify( dvar + "new_lightmerge" );
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// level endon( dvar + "new_lightmerge" );
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setsaveddvar( dvar, l1 );
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wait( delay );
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timer = timer * 20;
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suncolor = [];
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/*
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0 i
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1 timer*20
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*/
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for ( i = 0; i < timer; i++ )
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{
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dif = i / timer;
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level.thedif = dif;
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ld = l2 * dif + l1 * ( 1 - dif );
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setsaveddvar( dvar, ld );
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wait( 0.05 );
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}
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setsaveddvar( dvar, l2 );
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}
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merge_sunbrightness( delay, timer, l1, l2 )
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{
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wait( delay );
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timer = timer * 20;
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suncolor = [];
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for ( i = 0; i < timer; i++ )
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{
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dif = i / timer;
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level.thedif = dif;
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ld = l2 * dif + l1 * ( 1 - dif );
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level.sun_brightness = ld;
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wait( 0.05 );
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}
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level.sun_brightness = l2;
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}
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combine_sunlight_and_brightness()
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{
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level endon( "stop_combining_sunlight_and_brightness" );
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wait( 0.05 );// wait for the direction to start lerping
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for ( ;; )
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{
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brightness = level.sun_brightness;
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// add some flicker
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if ( brightness > 1 )
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brightness += randomfloat( 0.2 );
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rgb = vector_Multiply( level.sun_color, brightness );
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setSunLight( rgb[ 0 ], rgb[ 1 ], rgb[ 2 ] );
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wait( 0.05 );
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}
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}
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flare_path()
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{
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thread goPath( self );
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flag_wait( "flare_stop_setting_sundir" );
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self delete();
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}
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flare_initial_fx()
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{
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// initial effect
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model = spawn( "script_model", ( 0, 0, 0 ) );
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model setModel( "tag_origin" );
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model linkto( self, "tag_origin", ( 0, 0, 0 ), ( 0, 0, 0 ) );
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playfxontag( level._effect[ "flare_runner_intro" ], model, "tag_origin" );
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self waittillmatch( "noteworthy", "flare_intro_node" );
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model delete();
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}
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flare_explodes()
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{
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flag_set( "flare_start_setting_sundir" );
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// flare explodes
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// the amount of time for the ent to traverse the arc
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level.sun_brightness = 1;
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// merge our various sun values over time
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// first merge in the sun color/light settings
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level.red_suncolor = ( 0.8, 0.4, 0.4 );
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level.original_suncolor = getMapSunLight();
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level.sun_color = level.original_suncolor;
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thread merge_sunsingledvar( "sm_sunSampleSizeNear", 0, 0.25, 0.25, 1 );
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thread combine_sunlight_and_brightness();
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thread merge_suncolor( 0, 0.25, level.original_sunColor, level.red_suncolor );
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thread merge_sunbrightness( 0, 0.25, 1, 3 );
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model2 = spawn( "script_model", ( 0, 0, 0 ) );
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model2 setModel( "tag_origin" );
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model2 linkto( self, "tag_origin", ( 0, 0, 0 ), ( 0, 0, 0 ) );
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playfxontag( level._effect[ "flare_runner" ], model2, "tag_origin" );
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self waittillmatch( "noteworthy", "flare_fade_node" );
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// wait( 1 );
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model2 delete();
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}
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flare_burns_out()
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{
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// flare begins to phyzl out
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model3 = spawn( "script_model", ( 0, 0, 0 ) );
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model3 setModel( "tag_origin" );
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model3 linkto( self, "tag_origin", ( 0, 0, 0 ), ( 0, 0, 0 ) );
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playfxontag( level._effect[ "flare_runner_fizzout" ], model3, "tag_origin" );
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//wait( 0.3 );
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// brightness goes down then up
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thread merge_sunsingledvar( "sm_sunSampleSizeNear", 0, 1, 1, 0.25 );
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thread merge_sunbrightness( 0, 1, 3, 0 );
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thread merge_suncolor( 0, 1, level.red_suncolor, level.original_suncolor );
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thread merge_sunbrightness( 1, 1, 0, 1 );
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model3 delete();
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wait( 1 );
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flag_set( "flare_stop_setting_sundir" );
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resetSunDirection();
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wait( 1 );
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level notify( "stop_combining_sunlight_and_brightness" );
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waittillframeend;
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// make sure it gets set to the price final direction settings, or the lightmaps will be broken
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resetSunLight();
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flag_set( "flare_complete" );
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}
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flare_fx()
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{
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flare_initial_fx();
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flare_explodes();
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flare_burns_out();
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}
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flag_flare( msg )
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{
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if ( !isdefined( level.flag[ msg ] ) )
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{
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flag_init( msg );
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return;
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}
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}
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flare_from_targetname( targetname )
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{
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flare = spawn_vehicle_from_targetname( targetname );
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flag_flare( "flare_in_use" );
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flag_flare( "flare_complete" );
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flag_flare( "flare_stop_setting_sundir" );
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flag_flare( "flare_start_setting_sundir" );
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flag_waitopen( "flare_in_use" );
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flag_set( "flare_in_use" );
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resetSunLight();
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resetSunDirection();
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flare thread flare_path();
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flare thread flare_fx();
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// get the final point that our relative sun needs to point towards to make it equal the maps sun dir
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sundir = getMapSunDirection();
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angles = sundir;
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vec = vector_multiply( angles, -100 );
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flag_wait( "flare_start_setting_sundir" );
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sunPointsTo = getent( flare.script_linkto, "script_linkname" ).origin;
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angles = vectortoangles( flare.origin - sunPointsTo );
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oldForward = anglestoforward( angles );
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for ( ;; )
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{
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wait( 0.05 );
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if ( flag( "flare_stop_setting_sundir" ) )
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break;
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angles = vectortoangles( flare.origin - sunPointsTo );
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forward = anglestoforward( angles );
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lerpSunDirection( oldForward, forward, 0.05 );
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oldForward = forward;
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}
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flag_wait( "flare_complete" );
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waittillframeend;// otherwise other things waiting on flare complete wont continue
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flag_clear( "flare_complete" );
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flag_clear( "flare_stop_setting_sundir" );
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flag_clear( "flare_start_setting_sundir" );
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resetSunLight();
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resetSunDirection();
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flag_clear( "flare_in_use" );
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}
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