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Another 5m of effect
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@ -46,7 +46,7 @@ private _affected = (ASLtoAGL _grenadePosASL) nearEntities ["CAManBase", 20];
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_affected = _affected - [ACE_player];
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{
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if (local _x && {alive _x}) then {
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private _strength = 1 - (((getPosASL _x) vectorDistance _grenadePosASL) min 15) / 15;
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private _strength = 1 - (((getPosASL _x) vectorDistance _grenadePosASL) min 20) / 20;
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TRACE_3("FlashBangEffect Start",_x,((getPosASL _x) vectorDistance _grenadePosASL),_strength);
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@ -71,14 +71,14 @@ _affected = _affected - [ACE_player];
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};
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} count _affected;
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// Affect local player, independently of distance (all effects except light finish at 15m)
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// Affect local player, independently of distance
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if (hasInterface && {!isNull ACE_player} && {alive ACE_player}) then {
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// Do effects for player
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// is there line of sight to the grenade?
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private _eyePos = eyePos ACE_player; //PositionASL
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_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 15) / 15;
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private _strength = 1 - ((_eyePos vectorDistance _grenadePosASL) min 20) / 20;
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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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private _losCoefficient = 1;
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