ACE3/addons/grenades/functions/fnc_flashbangExplosionEH.sqf
2015-09-26 22:42:47 +02:00

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/*
* Author: KoffeinFlummi
* Creates the flashbang effect and knock out AI units.
*
* Arguments:
* 0: The grenade <OBJECT>
*
* 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;