/* * Author: KoffeinFlummi * * Creates the flashbang effect and knock out AI units. * * Arguments: * 0: The grenade (Object) * * Return Value: * None */ #include "script_component.hpp" private ["_grenade", "_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light"]; _grenade = _this select 0; _affected = _grenade nearEntities ["CAManBase", 50]; { if ((local _x) && {alive _x}) then { _strength = 1 - ((_x distance _grenade) min 15) / 15; if (_x != ACE_player) then { //must be AI _x disableAI "MOVE"; _x disableAI "ANIM"; _x disableAI "AUTOTARGET"; _x disableAI "TARGET"; _x disableAI "FSM"; _x setSkill ((skill _x) / 50); [FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_RESETAI, (time + (7 * _strength)), _x]] call CBA_fnc_addPerFrameHandler; } else { //Do effects for player // is there line of sight to the grenade? _posGrenade = getPosASL _grenade; _posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground if (lineIntersects [_posGrenade, getPosASL _x, _grenade, _x]) then { _strength = _strength / 10; }; // beeeeeeeeeeeeeeeeeeeeeeeeeeeeep if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") and _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; _angleView = (eyeDirection player select 0) atan2 (eyeDirection player select 1); _angleView = (_angleView + 360) % 360; _angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180); _angleDiff = ((_angleDiff - 45) max 0); _strength = _strength - _strength * (_angleDiff / 135); // 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; [FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_DELETELIGHT, (time + (0.1)), _light]] call CBA_fnc_addPerFrameHandler; // 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; [FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_PARTIALRECOVERY, (time + (7 * _strength)), _strength]] call CBA_fnc_addPerFrameHandler; [FUNC(flashbangEffectStages), 0, [ EFFECT_STAGE_FULLRECOVERY, (time + (17 * _strength))]] call CBA_fnc_addPerFrameHandler; }; }; }; } forEach _affected;