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); }