/* * Author: KoffeinFlummi * Creates the flashbang effect and knock out AI units. * * Arguments: * 0: The grenade * * Return Value: * Nothing * * Example: * [theGrenade] call ace_grenades_fnc_flashbangExplosionEH * * Public: No */ #include "script_component.hpp" private ["_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light", "_losCount"]; PARAMS_1(_grenade); _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, true] call EFUNC(common,disableAI); _x setSkill ((skill _x) / 50); [{ PARAMS_1(_unit); //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 _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; }; //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. _eyeDir = (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]); _dirToUnitVector = _eyePos vectorFromTo _posGrenade; _angleDiff = acos (_eyeDir vectorDotProduct _dirToUnitVector); //From 0-45deg, full effect if (_angleDiff > 45) then { _strength = _strength - _strength * ((_angleDiff - 45) / 120); }; TRACE_1("Final strength for player",_strength); //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); _light setLightBrightness 200; _light setLightAmbient [1,1,1]; _light setLightColor [1,1,1]; _light setLightDayLight true; //Delete the light after 0.1 seconds [{ PARAMS_1(_light); deleteVehicle _light; }, [_light], 0.1, 0] call EFUNC(common,waitAndExecute); // 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; //PARTIALRECOVERY - start decreasing effect over time [{ PARAMS_1(_strength); GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]]; GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength); }, [_strength], (7 * _strength), 0] call EFUNC(common,waitAndExecute); //FULLRECOVERY - end effect [{ GVAR(flashbangPPEffectCC) ppEffectEnable false; }, [], (17 * _strength), 0] call EFUNC(common,waitAndExecute); }; }; }; } forEach _affected;