Merge branch 'master' of github.com:KoffeinFlummi/ACE3

This commit is contained in:
esteldunedain 2015-04-15 01:34:10 -03:00
commit 69aef53f5b
3 changed files with 76 additions and 24 deletions

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@ -15,63 +15,74 @@
*/
#include "script_component.hpp"
private ["_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light"];
private ["_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light", "_losCount"];
PARAMS_1(_grenade);
_affected = _grenade nearEntities ["CAManBase", 50];
_affected = _grenade nearEntities ["CAManBase", 20];
{
if ((local _x) && {alive _x}) then {
_strength = 1 - ((_x distance _grenade) min 15) / 15;
TRACE_3("FlashBangEffect Start",_x,(_x distance _grenade),_strength);
if (_x != ACE_player) then {
//must be AI
_x disableAI "MOVE";
_x disableAI "ANIM";
_x disableAI "AUTOTARGET";
_x disableAI "TARGET";
_x disableAI "FSM";
[_x, true] call EFUNC(common,disableAI);
_x setSkill ((skill _x) / 50);
[{
PARAMS_1(_unit);
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "AUTOTARGET";
_unit enableAI "TARGET";
_unit enableAI "FSM";
//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 (skill _unit * 50);
}, [_x], (7 * _strength), 0.1] call EFUNC(common,waitAndExecute); //0.1 precision is fine for AI
} else {
//Do effects for player
// is there line of sight to the grenade?
_posGrenade = getPosASL _grenade;
_eyePos = eyePos ACE_player; //PositionASL
_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
if (lineIntersects [_posGrenade, getPosASL _x, _grenade, _x]) then {
_losCount = 0;
//Check for line of sight (check 4 points in case grenade is stuck in an object or underground)
{
if (!lineIntersects [(_posGrenade vectorAdd _x), _eyePos, _grenade, ACE_player]) then {
_losCount = _losCount + 1;
};
} forEach [[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 == 0) then {
_strength = _strength / 10;
};
// beeeeeeeeeeeeeeeeeeeeeeeeeeeeep
if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") and _strength > 0) then {
//Add ace_hearing ear ringing sound effect
if ((isClass (configFile >> "CfgPatches" >> "ACE_Hearing")) && {_strength > 0}) then {
[_x, 0.5 + (_strength / 2)] call EFUNC(hearing,earRinging);
};
// account for people looking away by slightly
// reducing the effect for visual effects.
_posUnit = getPos _x;
_posGrenade = getPos _grenade;
_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
_angleGrenade = (_angleGrenade + 360) % 360;
_eyeDir = (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]);
_dirToUnitVector = _eyePos vectorFromTo _posGrenade;
_angleDiff = acos (_eyeDir vectorDotProduct _dirToUnitVector);
_angleView = (eyeDirection ACE_player select 0) atan2 (eyeDirection ACE_player select 1);
_angleView = (_angleView + 360) % 360;
//From 0-45deg, full effect
if (_angleDiff > 45) then {
_strength = _strength - _strength * ((_angleDiff - 45) / 120);
};
_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
_angleDiff = ((_angleDiff - 45) max 0);
TRACE_1("Final strength for player",_strength);
_strength = _strength - _strength * (_angleDiff / 135);
//Add ace_medical pain effect:
if ((isClass (configFile >> "CfgPatches" >> "ACE_Medical")) && {_strength > 0}) then {
[ACE_player, (_strength / 2)] call EFUNC(medical,adjustPainLevel);
};
// create flash to illuminate environment
_light = "#lightpoint" createVehicleLocal (getPos _grenade);

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@ -17,6 +17,7 @@ PREP(addToLog);
PREP(addToTriageCard);
PREP(addUnconsciousCondition);
PREP(addUnloadPatientActions);
PREP(adjustPainLevel);
PREP(canAccessMedicalEquipment);
PREP(canTreat);
PREP(canTreatCached);

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@ -0,0 +1,40 @@
/*
* Author: PabstMirror
* Interface to allow external modules to safely adjust pain levels.
*
* Arguments:
* 0: The patient <OBJECT>
* 1: Added ammount of pain (can be negative) <NUMBER>
*
* Return Value:
* The new pain level <NUMBER>
*
* Example:
* [guy, 0.5] call ace_medical_fnc_adjustPainLevel
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_pain"];
PARAMS_2(_unit,_addedPain);
//Only run on local units:
if (!local _unit) exitWith {ERROR("unit is not local");};
//Ignore if medical system disabled:
if (GVAR(level) == 0) exitWith {};
_pain = _unit getVariable [QGVAR(pain), 0];
_pain = _pain + _addedPain;
if (GVAR(level) == 1) then {_pain = _pain min 1;}; //for basic, cap at 1
_pain = _pain max 0;
_unit setVariable [QGVAR(pain), _pain];
//Start up the vital watching (if not already running)
[_unit] call FUNC(addToInjuredCollection);
_pain