ACE3/addons/medical_feedback/functions/fnc_effectBleeding.sqf

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#include "script_component.hpp"
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/*
* Author: BaerMitUmlaut
* Handles the bleeding effect.
*
* Arguments:
* 0: Enable effect <BOOL>
* 1: Current bloodloss (in l/s) <NUMBER>
*
* Return Value:
* None
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*
* Example:
* [false, 0.5] call ace_medical_feedback_fnc_effectBleeding
*
* Public: No
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*/
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params ["_enable", "_bloodloss"];
if (isNull findDisplay 46) exitWith {};
private _controls = uiNamespace getVariable [QGVAR(bloodControls), [controlNull, controlNull]];
_controls params ["_blood1", "_blood2"];
if (!_enable) exitWith {
_blood1 ctrlSetFade 1;
_blood2 ctrlSetFade 1;
_blood1 ctrlCommit 0;
_blood2 ctrlCommit 0;
};
// Initialize controls
if (isNull _blood1) then {
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TRACE_1("Creating Blood Controls",_controls);
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_blood1 = findDisplay 46 ctrlCreate ["RscPicture", -1];
_blood2 = findDisplay 46 ctrlCreate ["RscPicture", -1];
_blood1 ctrlSetText QPATHTOF(data\blood1.paa);
_blood2 ctrlSetText QPATHTOF(data\blood2.paa);
private _pos = [safeZoneXAbs, safeZoneY, safeZoneWAbs, safeZoneH];
_blood1 ctrlSetPosition _pos;
_blood2 ctrlSetPosition _pos;
_blood1 ctrlSetFade 1;
_blood2 ctrlSetFade 1;
_blood1 ctrlCommit 0;
_blood2 ctrlCommit 0;
uiNamespace setVariable [QGVAR(bloodControls), [_blood1, _blood2]];
};
private _fade = linearConversion [0, 0.002, _bloodloss, 1, 0, true];
private _switchBloodFadeInfo = missionNamespace getVariable [QGVAR(switchBloodFadeInfo), [0, 0]];
_switchBloodFadeInfo params ["_tickCounter", "_lastBloodloss"];
if (_tickCounter == 2) then {
if (ctrlFade _blood1 > ctrlFade _blood2) then {
_blood1 ctrlSetFade _fade;
_blood2 ctrlSetFade 1;
} else {
_blood1 ctrlSetFade 1;
_blood2 ctrlSetFade _fade;
};
_blood1 ctrlCommit 3;
_blood2 ctrlCommit 3;
GVAR(switchBloodFadeInfo) = [0, _bloodloss];
} else {
GVAR(switchBloodFadeInfo) = [_tickCounter + 1, _bloodloss];
};
// Speed up fade on sudden changes
if (abs (_lastBloodloss - _bloodloss) > 0.001) then {
_blood1 ctrlCommit 1;
_blood2 ctrlCommit 1;
};