/* * Author: KoffeinFlummi * Creates the flashbang effect and knock out AI units. * * Arguments: * 0: The grenade * * Return Value: * None * * Example: * [theGrenade] call ace_grenades_fnc_flashbangExplosionEH * * Public: No */ #include "script_component.hpp" params ["_grenade"]; private ["_affected", "_strength", "_posGrenade", "_eyePos", "_losCount", "_eyeDir", "_dirToUnitVector", "_angleDiff", "_light"]; _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 ["_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] call EFUNC(common,waitAndExecute); } 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 //Check for line of sight (check 4 points in case grenade is stuck in an object or underground) _losCount = { !lineIntersects [_posGrenade vectorAdd _x, _eyePos, _grenade, ACE_player] } count [[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 <= 1) then { _strength = _strength / 10; }; // add ace_hearing ear ringing sound effect if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") && {_strength > 0}) then { [_x, 20 * _strength] 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 > 0.1}) 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 ["_light"]; deleteVehicle _light; }, [_light], 0.1] call EFUNC(common,waitAndExecute); // blind player if (hasInterface && {_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 ACE_time [{ params ["_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] call EFUNC(common,waitAndExecute); //FULLRECOVERY - end effect [{ GVAR(flashbangPPEffectCC) ppEffectEnable false; }, [], 17 * _strength] call EFUNC(common,waitAndExecute); }; }; }; true } count _affected;