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Better LOS check
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@ -15,7 +15,7 @@
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*/
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#include "script_component.hpp"
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private ["_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light"];
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private ["_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light", "_losCount"];
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PARAMS_1(_grenade);
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@ -53,8 +53,15 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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_eyePos = eyePos ACE_player; //PositionASL
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_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
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//Check for line of sight:
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if (lineIntersects [_posGrenade, _eyePos, _grenade, _x]) then {
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_losCount = 0;
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//Check for line of sight (check 4 points in case grenade is stuck in an object or underground)
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{
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if (!lineIntersects [(_posGrenade vectorAdd _x), _eyePos, _grenade, ACE_player]) then {
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_losCount = _losCount + 1;
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};
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} forEach [[0,0,0], [0,0,0.2], [0.1, 0.1, 0.1], [-0.1, -0.1, 0.1]];
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TRACE_1("Line of sight count (out of 4)",_losCount);
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if (_losCount == 0) then {
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_strength = _strength / 10;
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};
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@ -74,7 +81,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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_strength = _strength - _strength * ((_angleDiff - 45) / 120);
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};
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TRACE_1("Final strength for player %1",_strength);
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TRACE_1("Final strength for player",_strength);
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//Add ace_medical pain effect:
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