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Flashbangs: eyePos LOS check, 3d eye direction
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@ -19,13 +19,15 @@ private ["_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "
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PARAMS_1(_grenade);
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_affected = _grenade nearEntities ["CAManBase", 50];
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_affected = _grenade nearEntities ["CAManBase", 20];
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{
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if ((local _x) && {alive _x}) then {
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_strength = 1 - ((_x distance _grenade) min 15) / 15;
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TRACE_3("FlashBangEffect Start",_x,(_x distance _grenade),_strength);
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if (_x != ACE_player) then {
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//must be AI
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_x disableAI "MOVE";
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@ -48,30 +50,31 @@ _affected = _grenade nearEntities ["CAManBase", 50];
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//Do effects for player
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// is there line of sight to the grenade?
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_posGrenade = getPosASL _grenade;
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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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if (lineIntersects [_posGrenade, getPosASL _x, _grenade, _x]) then {
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//Check for line of sight:
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if (lineIntersects [_posGrenade, _eyePos, _grenade, _x]) 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" >> "ACE_Hearing") and _strength > 0) then {
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//Add ace_hearing ear ringing sound effect
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if ((isClass (configFile >> "CfgPatches" >> "ACE_Hearing")) && {_strength > 0}) then {
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[_x, 0.5 + (_strength / 2)] call EFUNC(hearing,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 _x;
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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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_eyeDir = (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]);
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_dirToUnitVector = _eyePos vectorFromTo _posGrenade;
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_angleDiff = acos (_eyeDir vectorDotProduct _dirToUnitVector);
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_angleView = (eyeDirection ACE_player select 0) atan2 (eyeDirection ACE_player select 1);
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_angleView = (_angleView + 360) % 360;
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//From 0-45deg, full effect
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if (_angleDiff > 45) then {
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_strength = _strength - _strength * ((_angleDiff - 45) / 120);
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};
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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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TRACE_1("Final strength for player %1",_strength);
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// create flash to illuminate environment
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_light = "#lightpoint" createVehicleLocal (getPos _grenade);
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