Convert Spawned/Sleep

This commit is contained in:
PabstMirror 2015-01-14 14:40:37 -06:00
parent cedb05f8d9
commit 1d083aa072
7 changed files with 95 additions and 66 deletions

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@ -5,21 +5,9 @@
GVAR(flashbangPPEffectCC) = ppEffectCreate ["ColorCorrections", 4265];
GVAR(flashbangPPEffectCC) ppEffectForceInNVG true;
// class ACE_Core_Default_Keys {
// class switchGrenadeMode {
// displayName = "$STR_ACE_Grenades_SwitchGrenadeMode";
// condition = "[_player] call ACE_Core_fnc_canUseWeapon";
// statement = "call ACE_Grenades_fnc_nextMode";
// key = 9;//34;
// shift = 0;
// control = 0;
// alt = 0;//1;
// };
// };
["ACE3",
localize "STR_ACE_Grenades_SwitchGrenadeMode",
{_this call FUNC(nextMode)},
[17, [false, false, false]], //8 key
[9, [false, false, false]], //8 key
false,
"keydown"] call cba_fnc_registerKeybind;
"keydown"] call cba_fnc_registerKeybind;

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@ -1,6 +1,6 @@
#include "script_component.hpp"
PREP(flashbangEffect);
PREP(flashbangEffectStages);
PREP(flashbangExplosionEH);
PREP(flashbangThrownFuze);
PREP(nextMode);

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@ -1,14 +1,57 @@
/*
* Author: KoffeinFlummi
*
* Creates the flashbang effect locally/knocks out AI units.
*
* Arguments:
* 0: The unit (Object)
* 1: The grenade (Object)
*
* Return Value:
* None
*/
* Author: KoffeinFlummi, Pabst Mirror
*
* Handles the different stages of the flash bang effect recovery
*
* Arguments:
* ARRAY[
* 0-ARRAY - PARAMS:
* 0: NUMBER - Stage, controls a case statement
* 1: NUMBER - Time To Wait Until
* 2: VARIES - Stage's Variable
* 1-NUMBER perFrame handle
* Return Value:
* None
*/
#include "script_component.hpp"
private ["_stage", "_waitUntilTime"];
_stage = (_this select 0) select 0;
_waitUntilTime = (_this select 0) select 1;
if (_waitUntilTime > time) exitWith {};
//remove frameEH
[(_this select 1)] call cba_fnc_removePerFrameHandler;
switch (_stage) do {
case(EFFECT_STAGE_RESETAI): {
private "_unit";
_unit = (_this select 0) select 2;
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "AUTOTARGET";
_unit enableAI "TARGET";
_unit enableAI "FSM";
_unit setSkill (skill _unit * 50);
};
case(EFFECT_STAGE_DELETELIGHT): {
private "_light";
_light = (_this select 0) select 2;
deleteVehicle _light;
};
case(EFFECT_STAGE_PARTIALRECOVERY): {
private "_strength";
_strength = (_this select 0) select 2;
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
};
case(EFFECT_STAGE_FULLRECOVERY): {
GVAR(flashbangPPEffectCC) ppEffectEnable false;
};
default {
TRACE_1("EffectStage Bad Stage", _stage);
};
};

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@ -1,7 +1,17 @@
#include "script_component.hpp"
/*
* Author: KoffeinFlummi
*
* Creates the flashbang effect locally/knocks out AI units.
*
* Arguments:
* 0: The unit (Object)
* 1: The grenade (Object)
*
* Return Value:
* None
*/
#define EFFECT_STAGE_RESETAI 0
#define EFFECT_STAGE_DELETELIGHT 1
#include "script_component.hpp"
_unit = _this select 0;
_grenade = _this select 1;
@ -13,34 +23,27 @@ if (damage _unit >= 1) exitWith {};
_strength = 1 - ((_unit distance _grenade) min 15) / 15;
if (_unit != ACE_player) exitWith {
//must be AI
_unit disableAI "MOVE";
_unit disableAI "ANIM";
_unit disableAI "AUTOTARGET";
_unit disableAI "TARGET";
_unit disableAI "FSM";
_unit setSkill (skill _unit / 50);
//must be AI
_unit disableAI "MOVE";
_unit disableAI "ANIM";
_unit disableAI "AUTOTARGET";
_unit disableAI "TARGET";
_unit disableAI "FSM";
_unit setSkill (skill _unit / 50);
sleep (7 * _strength);
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "AUTOTARGET";
_unit enableAI "TARGET";
_unit enableAI "FSM";
_unit setSkill (skill _unit * 50);
[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_RESETAI, (time + (7 * _strength)), _unit]] call CBA_fnc_addPerFrameHandler;
};
// is there line of sight to the grenade?
_posGrenade = getPosASL _grenade;
_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
if (lineIntersects [_posGrenade, getPosASL _unit, _grenade, _unit]) then {
_strength = _strength / 10;
_strength = _strength / 10;
};
// beeeeeeeeeeeeeeeeeeeeeeeeeeeeep
if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") and _strength > 0) then {
[_unit, 0.5 + (_strength / 2)] call EFUNC(hearing,earRinging);
[_unit, 0.5 + (_strength / 2)] call EFUNC(hearing,earRinging);
};
// account for people looking away by slightly
@ -65,25 +68,15 @@ _light setLightAmbient [1,1,1];
_light setLightColor [1,1,1];
_light setLightDayLight true;
[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_DELETELIGHT, (time + (0.1)), _light]] call CBA_fnc_addPerFrameHandler;
// blind player
if (_strength > 0.1) then {
GVAR(flashbangPPEffectCC) ppEffectEnable true;
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
};
[] spawn {
sleep 0.1;
deleteVehicle _light;
};
sleep (7 * _strength);
if (_strength > 0.1) then {
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
sleep (10 * _strength);
GVAR(flashbangPPEffectCC) ppEffectEnable false;
GVAR(flashbangPPEffectCC) ppEffectEnable true;
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_PARTIALRECOVERY, (time + (7 * _strength)), _strength]] call CBA_fnc_addPerFrameHandler;
[FUNC(flashbangEffectStages), 0, [ EFFECT_STAGE_FULLRECOVERY, (time + (17 * _strength))]] call CBA_fnc_addPerFrameHandler;
};

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@ -15,7 +15,6 @@ if (alive _projectile) then {
_affected = _projectile nearEntities ["CAManBase", 50];
{
// [[_x, _projectile], "ACE_Grenades_fnc_flashbangEffect", _x] call ACE_Core_fnc_execRemoteFnc;
[QGVAR(flashbangExplosionEvent), [_x, _projectile]] call EFUNC(common,globalEvent);
} forEach _affected;
};

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@ -41,3 +41,4 @@ _hint = [
GVAR(currentThrowMode) = _mode;
true

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@ -12,3 +12,8 @@
#endif
#include "\z\ace\addons\main\script_macros.hpp"
#define EFFECT_STAGE_RESETAI 0
#define EFFECT_STAGE_DELETELIGHT 1
#define EFFECT_STAGE_PARTIALRECOVERY 2
#define EFFECT_STAGE_FULLRECOVERY 3