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: The 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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// Create flash to illuminate environment
if (hasInterface) then {
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
[{
params ["_light"];
_light setLightBrightness 5;
// Delete the light after 0.2 more seconds
[{
params ["_light"];
deleteVehicle _light;
}, [_light], 0.2] call CBA_fnc_waitAndExecute;
}, [_light], 0.1] call CBA_fnc_waitAndExecute;
};
// Affect local AI
// @todo: Affect units in static weapons, turned out, etc
private _affected = (ASLtoAGL _grenadePosASL) nearEntities ["CAManBase", 20];
_affected = _affected - [ACE_player];
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{
if (local _x && {alive _x}) then {
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 interally but could be useful for other mods
_unit setVariable [QGVAR(flashStrength), _strength, true];
{
_unit setSkill [_x, (_unit skill _x) / 50];
} forEach SUBSKILLS;
[{
params ["_unit"];
CBA_missiontime >= _unit getVariable [QGVAR(flashReactionDebounce), 0]
},{
params ["_unit"];
_unit setVariable [QGVAR(flashStrength), 0, true];
// Make sure we don't enable AI for unconscious units
if !(_unit getVariable ["ace_isUnconscious", false]) then {
[_unit, false] call EFUNC(common,disableAI);
};
{
_unit setSkill [_x, (_unit skill _x) * 50];
} forEach SUBSKILLS;
}, [_unit]] call CBA_fnc_waitUntilAndExecute;
};
};
} count _affected;
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// Affect local player, independently of distance
if (hasInterface && {!isNull ACE_player} && {alive ACE_player}) then {
if ((getNumber (configOf ACE_player >> "isPlayableLogic")) == 1) exitWith {
TRACE_1("skipping playable logic",typeOf ACE_player); // VirtualMan_F (placeable logic zeus / spectator)
};
// Do effects for player
// is there 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
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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 _losCoefficient = 1;
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);
if (_losCount <= 1) then {
_losCoefficient = 0.1;
};
_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);
};
// add ace_medical pain effect:
if (["ace_medical"] call EFUNC(common,isModLoaded) && {_strength > 0.1}) then {
[ACE_player, _strength / 2] call EFUNC(medical,adjustPainLevel);
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};
// 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"];
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
}, [_strength], 7 * _strength] call CBA_fnc_waitAndExecute;
//FULLRECOVERY - end effect
[{
GVAR(flashbangPPEffectCC) ppEffectEnable false;
}, [], 17 * _strength] call CBA_fnc_waitAndExecute;
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};
// 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);
};
true