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https://github.com/acemod/ACE3.git
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742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
167 lines
6.6 KiB
Plaintext
167 lines
6.6 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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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 flashBang position ASL <ARRAY>
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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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* [[0,0,0]] call ace_grenades_fnc_flashbangExplosionEH
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*
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* Public: No
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*/
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params ["_grenadePosASL"];
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TRACE_1("params",_grenadePosASL);
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// Create flash to illuminate environment
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if (hasInterface) then {
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private _light = "#lightpoint" createVehicleLocal ASLtoAGL _grenadePosASL;
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_light setPosASL _grenadePosASL;
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_light setLightBrightness 20;
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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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_light setLightAttenuation [0, 1, 5, 1000, 0, 20];
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// Reduce the light after 0.1 seconds
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[{
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params ["_light"];
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_light setLightBrightness 5;
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// Delete the light after 0.2 more seconds
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[{
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params ["_light"];
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deleteVehicle _light;
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}, [_light], 0.2] call CBA_fnc_waitAndExecute;
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}, [_light], 0.1] call CBA_fnc_waitAndExecute;
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};
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// Affect local AI
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// @todo: Affect units in static weapons, turned out, etc
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private _affected = (ASLtoAGL _grenadePosASL) nearEntities ["CAManBase", 20];
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_affected = _affected - [ACE_player];
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{
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if (local _x && {alive _x}) then {
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private _unit = _x;
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private _strength = 1 - (((eyePos _unit) vectorDistance _grenadePosASL) min 20) / 20;
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TRACE_3("FlashBangEffect Start",_unit,((getPosASL _unit) vectorDistance _grenadePosASL),_strength);
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[_unit, true] call EFUNC(common,disableAI);
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// Make AI try to look away
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private _dirToFlash = _unit getDir _grenadePosASL;
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_unit setDir (_dirToFlash + linearConversion [0.2, 1, _strength, 40, 135] * selectRandom [-1, 1]);
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private _flashReactionDebounce = _unit getVariable [QGVAR(flashReactionDebounce), 0];
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_unit setVariable [QGVAR(flashReactionDebounce), _flashReactionDebounce max (CBA_missionTime + (7 * _strength))];
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if (_flashReactionDebounce < CBA_missionTime) then {
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// Not used interally but could be useful for other mods
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_unit setVariable [QGVAR(flashStrength), _strength, true];
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{
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_unit setSkill [_x, (_unit skill _x) / 50];
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} forEach SUBSKILLS;
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[{
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params ["_unit"];
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CBA_missiontime >= _unit getVariable [QGVAR(flashReactionDebounce), 0]
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},{
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params ["_unit"];
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_unit setVariable [QGVAR(flashStrength), 0, true];
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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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{
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_unit setSkill [_x, (_unit skill _x) * 50];
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} forEach SUBSKILLS;
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}, [_unit]] call CBA_fnc_waitUntilAndExecute;
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};
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};
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} count _affected;
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// Affect local player, independently of distance
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if (hasInterface && {!isNull ACE_player} && {alive ACE_player}) then {
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if ((getNumber (configOf ACE_player >> "isPlayableLogic")) == 1) exitWith {
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TRACE_1("skipping playable logic",typeOf ACE_player); // VirtualMan_F (placeable logic zeus / spectator)
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};
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// Do effects for player
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// is there line of sight to the grenade?
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private _eyePos = eyePos ACE_player; //PositionASL
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_grenadePosASL set [2, (_grenadePosASL select 2) + 0.2]; // compensate for grenade glitching into ground
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private _strength = 1 - ((_eyePos vectorDistance _grenadePosASL) min 20) / 20;
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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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private _losCoefficient = 1;
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private _losCount = {
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!lineIntersects [_grenadePosASL vectorAdd _x, _eyePos, 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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_losCoefficient = 0.1;
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};
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_strength = _strength * _losCoefficient;
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// Add ace_hearing ear ringing sound effect
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if (["ACE_Hearing"] call EFUNC(common,isModLoaded) && {_strength > 0 && {EGVAR(hearing,damageCoefficent) > 0.25}}) then {
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private _earringingStrength = 40 * _strength;
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[_earringingStrength] call EFUNC(hearing,earRinging);
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TRACE_1("Earringing Strength",_earringingStrength);
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};
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// add ace_medical pain effect:
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if (["ACE_Medical"] call EFUNC(common,isModLoaded) && {_strength > 0.1}) then {
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[ACE_player, _strength / 2] call EFUNC(medical,adjustPainLevel);
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};
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// Effect on vision has a wider range, with a higher falloff
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_strength = 1 - (((_eyePos vectorDistance _grenadePosASL) min 25) / 25) ^ 0.4;
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_strength = _strength * _losCoefficient;
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// Account for people looking away by slightly reducing the effect for visual effects.
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private _eyeDir = ((AGLtoASL positionCameraToWorld [0,0,1]) vectorDiff (AGLtoASL positionCameraToWorld [0,0,0]));
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private _dirToUnitVector = _eyePos vectorFromTo _grenadePosASL;
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private _angleDiff = acos (_eyeDir vectorDotProduct _dirToUnitVector);
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TRACE_2("",_angleDiff,((1 - (_angleDiff - 45) / (120 - 45)) max 0));
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// from 0-45deg, full effect
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if (_angleDiff > 45) then {
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_strength = _strength * ((1 - (_angleDiff - 45) / (120 - 45)) max 0);
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};
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// Blind player
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if (_strength > 0.1) then {
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private _blend = [[1,1,1,0], [0.3,0.3,0.3,1]] select EGVAR(common,epilepsyFriendlyMode);
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GVAR(flashbangPPEffectCC) ppEffectEnable true;
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1, 1, (0.8 + _strength) min 1, _blend, [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 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 CBA_fnc_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 CBA_fnc_waitAndExecute;
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};
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// Make player flinch
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if (_strength <= 0.2) exitWith {};
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private _minFlinch = linearConversion [0.2, 1, _strength, 0, 60, true];
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private _maxFlinch = linearConversion [0.2, 1, _strength, 0, 95, true];
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private _flinch = (_minFlinch + random (_maxFlinch - _minFlinch)) * selectRandom [-1, 1];
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ACE_player setDir (getDir ACE_player + _flinch);
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};
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true
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