61 lines
1.8 KiB
Plaintext
61 lines
1.8 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef SERVER
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void
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FX_Flashbang(vector org)
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{
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for (entity e = world; (e = find(e, ::classname, "player"));) {
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float fov_dot;
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vector val;
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float blindness;
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float fade;
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/* wall check */
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traceline(e.origin + e.view_ofs, org, FALSE, e);
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if (trace_fraction < 1.0f)
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continue;
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/* calculate the fov in dotproduct form */
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makevectors(e.v_angle);
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val = normalize(org - (e.origin + e.view_ofs));
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fov_dot = val * v_forward;
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/* it's behind us */
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if (fov_dot < 0) {
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blindness = 0.1;
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fade = 1.0f;
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} else {
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blindness = 2 * fov_dot;
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fade = 4 * fov_dot;
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}
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/* send the blinding env_fade event */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_FADE);
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WriteFloat(MSG_MULTICAST, 1.0f);
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WriteFloat(MSG_MULTICAST, 1.0f);
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WriteFloat(MSG_MULTICAST, 1.0f);
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WriteFloat(MSG_MULTICAST, 1.0f);
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WriteFloat(MSG_MULTICAST, blindness);
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WriteFloat(MSG_MULTICAST, fade);
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WriteByte(MSG_MULTICAST, EVF_FADEDROM);
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msg_entity = e;
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multicast([0,0,0], MULTICAST_ONE_R);
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}
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}
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#endif
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