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123 lines
4.5 KiB
Plaintext
123 lines
4.5 KiB
Plaintext
/*
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* Author: KoffeinFlummi
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* Creates the flashbang effect and knock out AI units.
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*
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* Arguments:
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* 0: The grenade <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [theGrenade] call ace_grenades_fnc_flashbangExplosionEH
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_grenade"];
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private ["_affected", "_strength", "_posGrenade", "_eyePos", "_losCount", "_eyeDir", "_dirToUnitVector", "_angleDiff", "_light"];
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_affected = _grenade nearEntities ["CAManBase", 20];
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{
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if (local _x && {alive _x}) then {
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_strength = 1 - ((_x distance _grenade) min 15) / 15;
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TRACE_3("FlashBangEffect Start",_x,(_x distance _grenade),_strength);
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if (_x != ACE_player) then {
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//must be AI
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[_x, true] call EFUNC(common,disableAI);
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_x setSkill (skill _x / 50);
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[{
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params ["_unit"];
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//Make sure we don't enable AI for unconscious units
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if !(_unit getVariable ["ace_isUnconscious", false]) then {
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[_unit, false] call EFUNC(common,disableAI);
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};
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_unit setSkill (skill _unit * 50);
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}, [_x], 7 * _strength] call EFUNC(common,waitAndExecute);
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} else {
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//Do effects for player
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// is there line of sight to the grenade?
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_posGrenade = getPosASL _grenade;
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_eyePos = eyePos ACE_player; //PositionASL
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_posGrenade set [2, (_posGrenade select 2) + 0.2]; // compensate for grenade glitching into ground
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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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_losCount = {
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!lineIntersects [_posGrenade vectorAdd _x, _eyePos, _grenade, ACE_player]
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} count [[0,0,0], [0,0,0.2], [0.1, 0.1, 0.1], [-0.1, -0.1, 0.1]];
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TRACE_1("Line of sight count (out of 4)",_losCount);
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if (_losCount <= 1) then {
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_strength = _strength / 10;
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};
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// add ace_hearing ear ringing sound effect
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if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") && {_strength > 0}) then {
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[_x, 20 * _strength] call EFUNC(hearing,earRinging);
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};
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// account for people looking away by slightly
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// reducing the effect for visual effects.
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_eyeDir = (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]);
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_dirToUnitVector = _eyePos vectorFromTo _posGrenade;
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_angleDiff = acos (_eyeDir vectorDotProduct _dirToUnitVector);
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// from 0-45deg, full effect
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if (_angleDiff > 45) then {
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_strength = _strength - _strength * ((_angleDiff - 45) / 120);
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};
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TRACE_1("Final strength for player",_strength);
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// add ace_medical pain effect:
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {_strength > 0.1}) then {
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[ACE_player, _strength / 2] call EFUNC(medical,adjustPainLevel);
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};
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// create flash to illuminate environment
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_light = "#lightpoint" createVehicleLocal (getPos _grenade);
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_light setLightBrightness 200;
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_light setLightAmbient [1,1,1];
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_light setLightColor [1,1,1];
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_light setLightDayLight true;
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// delete the light after 0.1 seconds
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[{
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params ["_light"];
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deleteVehicle _light;
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}, [_light], 0.1] call EFUNC(common,waitAndExecute);
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// blind player
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if (hasInterface && {_strength > 0.1}) then {
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GVAR(flashbangPPEffectCC) ppEffectEnable true;
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
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//PARTIALRECOVERY - start decreasing effect over ACE_time
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[{
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params ["_strength"];
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
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}, [_strength], 7 * _strength] call EFUNC(common,waitAndExecute);
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//FULLRECOVERY - end effect
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[{
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GVAR(flashbangPPEffectCC) ppEffectEnable false;
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}, [], 17 * _strength] call EFUNC(common,waitAndExecute);
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};
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};
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};
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true
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} count _affected;
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