cstrike/src/shared/fx_flashbang.qc

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