ACE3/addons/grenades/functions/fnc_flashbangExplosionEH.sqf

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#include "..\script_component.hpp"
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/*
* Author: KoffeinFlummi
* Creates the flashbang effect and knock out AI units.
*
* Arguments:
* 0: Flashbang position ASL <ARRAY>
*
* Return Value:
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* None
*
* Example:
* [[0,0,0]] call ace_grenades_fnc_flashbangExplosionEH
*
* Public: No
*/
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params ["_grenadePosASL"];
TRACE_1("params",_grenadePosASL);
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// Affect local AI (players are not local, except for ACE_player)
// @todo: Affect units in static weapons, turned out, etc
private _affected = ((ASLtoAGL _grenadePosASL) nearEntities ["CAManBase", 20]) - [ACE_player];
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{
private _unit = _x;
private _strength = 1 - (((eyePos _unit) vectorDistance _grenadePosASL) min 20) / 20;
TRACE_3("FlashBangEffect Start",_unit,((getPosASL _unit) vectorDistance _grenadePosASL),_strength);
[_unit, true] call EFUNC(common,disableAI);
// Make AI try to look away
private _dirToFlash = _unit getDir _grenadePosASL;
_unit setDir (_dirToFlash + linearConversion [0.2, 1, _strength, 40, 135] * selectRandom [-1, 1]);
private _flashReactionDebounce = _unit getVariable [QGVAR(flashReactionDebounce), 0];
_unit setVariable [QGVAR(flashReactionDebounce), _flashReactionDebounce max (CBA_missionTime + (7 * _strength))];
if (_flashReactionDebounce < CBA_missionTime) then {
// Not used internally but could be useful for other mods
_unit setVariable [QGVAR(flashStrength), _strength, true];
[QGVAR(flashbangedAI), [_unit, _strength, _grenadePosASL]] call CBA_fnc_localEvent;
{
_unit setSkill [_x, (_unit skill _x) / 50];
} forEach SUBSKILLS;
[{
CBA_missiontime >= _this getVariable [QGVAR(flashReactionDebounce), 0]
}, {
params ["_unit"];
_unit setVariable [QGVAR(flashStrength), 0, true];
// Make sure we don't enable AI for unconscious units
if (_unit call EFUNC(common,isAwake)) then {
[_unit, false] call EFUNC(common,disableAI);
};
{
_unit setSkill [_x, (_unit skill _x) * 50];
} forEach SUBSKILLS;
}, _unit] call CBA_fnc_waitUntilAndExecute;
};
} forEach (_affected select {local _x && {_x call EFUNC(common,isAwake)}});
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if (!hasInterface) exitWith {};
// Create flash to illuminate environment
private _light = "#lightpoint" createVehicleLocal ASLtoAGL _grenadePosASL;
_light setPosASL _grenadePosASL;
_light setLightBrightness 20;
_light setLightAmbient [1,1,1];
_light setLightColor [1,1,1];
_light setLightDayLight true;
_light setLightAttenuation [0, 1, 5, 1000, 0, 20];
// Reduce the light after 0.1 seconds
[{
_this setLightBrightness 5;
// Delete the light after 0.2 more seconds
[{deleteVehicle _this}, _this, 0.2] call CBA_fnc_waitAndExecute;
}, _light, 0.1] call CBA_fnc_waitAndExecute;
// Ignore dead and placeable logic (zeus / spectator)
if (!alive ACE_player || {(getNumber (configOf ACE_player >> "isPlayableLogic")) == 1}) exitWith {};
// Affect local player, independently of distance
// Check for line of sight to the grenade
private _eyePos = eyePos ACE_player; // PositionASL
_grenadePosASL set [2, (_grenadePosASL select 2) + 0.2]; // compensate for grenade glitching into ground
private _strength = 1 - ((_eyePos vectorDistance _grenadePosASL) min 20) / 20;
// Check for line of sight (check 4 points in case grenade is stuck in an object or underground)
private _losCount = {
!lineIntersects [_grenadePosASL vectorAdd _x, _eyePos, ACE_player]
} count [[0, 0, 0], [0, 0, 0.2], [0.1, 0.1, 0.1], [-0.1, -0.1, 0.1]];
TRACE_1("Line of sight count (out of 4)",_losCount);
private _losCoefficient = [1, 0.1] select (_losCount <= 1);
_strength = _strength * _losCoefficient;
// Add ace_hearing ear ringing sound effect
if (["ace_hearing"] call EFUNC(common,isModLoaded) && {_strength > 0} && {EGVAR(hearing,damageCoefficent) > 0.25}) then {
private _earringingStrength = 40 * _strength;
[_earringingStrength] call EFUNC(hearing,earRinging);
TRACE_1("Earringing Strength",_earringingStrength);
};
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// Add ace_medical pain effect
if (GETEGVAR(medical,enabled,false) && {_strength > 0.1} && {isDamageAllowed _unit} && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) then {
[ACE_player, _strength / 2] call EFUNC(medical,adjustPainLevel);
};
// Effect on vision has a wider range, with a higher falloff
_strength = 1 - (((_eyePos vectorDistance _grenadePosASL) min 25) / 25) ^ 0.4;
_strength = _strength * _losCoefficient;
// Account for people looking away by slightly reducing the effect for visual effects.
private _eyeDir = ((AGLtoASL positionCameraToWorld [0, 0, 1]) vectorDiff (AGLtoASL positionCameraToWorld [0, 0, 0]));
private _dirToUnitVector = _eyePos vectorFromTo _grenadePosASL;
private _angleDiff = acos (_eyeDir vectorDotProduct _dirToUnitVector);
TRACE_2("",_angleDiff,((1 - (_angleDiff - 45) / (120 - 45)) max 0));
// From 0-45deg, full effect
if (_angleDiff > 45) then {
_strength = _strength * ((1 - (_angleDiff - 45) / (120 - 45)) max 0);
};
// Blind player
if (_strength > 0.1) then {
private _blend = [[1, 1, 1, 0], [0.3, 0.3, 0.3, 1]] select EGVAR(common,epilepsyFriendlyMode);
GVAR(flashbangPPEffectCC) ppEffectEnable true;
GVAR(flashbangPPEffectCC) ppEffectAdjust [1, 1, (0.8 + _strength) min 1, _blend, [0, 0, 0, 1], [0, 0, 0, 0]];
GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
// PARTIALRECOVERY - start decreasing effect over time
[{
params ["_strength", "_blend"];
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1, 1, 0, _blend, [0, 0, 0, 1], [0, 0, 0, 0]];
GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
}, [_strength, _blend], 7 * _strength] call CBA_fnc_waitAndExecute;
// FULLRECOVERY - end effect
[{
GVAR(flashbangPPEffectCC) ppEffectEnable false;
}, [], 17 * _strength] call CBA_fnc_waitAndExecute;
};
// Make player flinch
if (_strength <= 0.2) exitWith {};
private _minFlinch = linearConversion [0.2, 1, _strength, 0, 60, true];
private _maxFlinch = linearConversion [0.2, 1, _strength, 0, 95, true];
private _flinch = (_minFlinch + random (_maxFlinch - _minFlinch)) * selectRandom [-1, 1];
ACE_player setDir (getDir ACE_player + _flinch);
[QGVAR(flashbangedPlayer), [_strength, _grenadePosASL]] call CBA_fnc_localEvent;