mirror of
https://github.com/acemod/ACE3.git
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94 lines
2.6 KiB
Plaintext
94 lines
2.6 KiB
Plaintext
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/*
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* Author: KoffeinFlummi
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*
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* Creates the flashbang effect locally/knocks out AI units.
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*
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* Arguments:
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* 0: The unit (Object)
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* 1: The grenade (Object)
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*
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* Return Value:
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* None
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*/
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_this spawn {
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_unit = _this select 0;
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_grenade = _this select 1;
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if (damage _unit >= 1) exitWith {};
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_strength = 1 - ((_unit distance _grenade) min 15) / 15;
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if !(isPlayer _unit) exitWith {
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_unit disableAI "MOVE";
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_unit disableAI "ANIM";
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_unit disableAI "AUTOTARGET";
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_unit disableAI "TARGET";
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_unit disableAI "FSM";
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_unit setSkill (skill _unit / 50);
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sleep (7 * _strength);
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_unit enableAI "MOVE";
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_unit enableAI "ANIM";
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_unit enableAI "AUTOTARGET";
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_unit enableAI "TARGET";
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_unit enableAI "FSM";
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_unit setSkill (skill _unit * 50);
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};
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// is there line of sight to the grenade?
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_posGrenade = getPosASL _grenade;
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_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
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if (lineIntersects [_posGrenade, getPosASL _unit, _grenade, _unit]) then {
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_strength = _strength / 10;
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};
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// beeeeeeeeeeeeeeeeeeeeeeeeeeeeep
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if (isClass (configFile >> "CfgPatches" >> "AGM_Hearing") and _strength > 0) then {
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[_unit, 0.5 + (_strength / 2)] call AGM_Hearing_fnc_earRinging;
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};
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// account for people looking away by slightly
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// reducing the effect for visual effects.
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_posUnit = getPos _unit;
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_posGrenade = getPos _grenade;
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_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
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_angleGrenade = (_angleGrenade + 360) % 360;
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_angleView = (eyeDirection player select 0) atan2 (eyeDirection player select 1);
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_angleView = (_angleView + 360) % 360;
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_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
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_angleDiff = ((_angleDiff - 45) max 0);
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_strength = _strength - _strength * (_angleDiff / 135);
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// create flash to illuminate environment
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_light = "#lightpoint" createVehicleLocal getPos _grenade;
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_light setLightBrightness 200;
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_light setLightAmbient [1,1,1];
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_light setLightColor [1,1,1];
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_light setLightDayLight true;
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// blind player
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if (_strength > 0.1) then {
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AGM_Flashbang_CC ppEffectEnable true;
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AGM_Flashbang_CC ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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AGM_Flashbang_CC ppEffectCommit 0.01;
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};
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sleep 0.1;
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deleteVehicle _light;
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sleep (7 * _strength);
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if (_strength > 0.1) then {
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AGM_Flashbang_CC ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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AGM_Flashbang_CC ppEffectCommit (10 * _strength);
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sleep (10 * _strength);
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AGM_Flashbang_CC ppEffectEnable false;
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};
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};
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