ACE3/addons/advanced_fatigue/functions/fnc_handleEffects.sqf

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#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut, ulteq
* Handles any audible, visual and physical effects of fatigue.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Fatigue <NUMBER>
* 2: Overexhausted <BOOL>
* 3: Forward Angle <NUMBER>
* 4: Side Angle <NUMBER>
*
* Return Value:
* None
*
* Example:
* [_player, 0.5, 3.3, true, 0, 0] call ace_advanced_fatigue_fnc_handleEffects
*
* Public: No
*/
params ["_unit", "_fatigue", "_overexhausted", "_fwdAngle", "_sideAngle"];
// - Audible effects ----------------------------------------------------------
GVAR(lastBreath) = GVAR(lastBreath) + 1;
if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater _unit}) then {
if (!isGameFocused) exitWith {};
switch (true) do {
case (_fatigue < 0.6): {
playSound (QGVAR(breathLow) + str (floor random 6));
};
case (_fatigue < 0.85): {
playSound (QGVAR(breathMid) + str (floor random 6));
};
default {
playSound (QGVAR(breathMax) + str (floor random 6));
};
};
GVAR(lastBreath) = 0;
};
// - Visual effects -----------------------------------------------------------
GVAR(ppeBlackoutLast) = GVAR(ppeBlackoutLast) + 1;
if (GVAR(ppeBlackoutLast) == 1) then {
GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]];
GVAR(ppeBlackout) ppEffectCommit 1;
} else {
if (_fatigue > 0.85) then {
if (GVAR(ppeBlackoutLast) > (100 - _fatigue * 100) / 3) then {
GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2,2,0,0,0,0.1,0.5]];
GVAR(ppeBlackout) ppEffectCommit 1;
GVAR(ppeBlackoutLast) = 0;
};
};
};
// - Physical effects ---------------------------------------------------------
if (GVAR(isSwimming)) exitWith {
Medical Treatment - Modernize and Cleanup (#6933) * Modernize and cleanup medical_treatment * One line for each old public function * Fix litterCleanupDelay name * Improve adjustment calcs / wound blood loss / medications fix func descriptions Calc wound blood loss on events reorder includes so scritpmacroMed has global effect trivial optimization for getCardiacOutput Fix var Fix wounds not reopening (nil _category) Fix surgical kit inherting canBandage conditional debug hitpoints Update ACE_Medical_Treatment_Actions.hpp Use woundBleeding for IS_BLEEDING macro rework medication vars comments Reset var in init / fullHeal Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Change wound data array Drop unique id and merge classId and category * Splinting and treatment and gui * Add arm fractures and aim effects * localizations and event * fix * fix merge for renamed files * Fixes and code review changes * Move medical logs clearing to treatment * More cleanup work * cleanup * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * formating, rename bone images * Fix args for setDead call in actionPlaceInBodyBag * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * disable calls to extension * Update fnc_onMedicationUsage.sqf * Medical - Skip unneeded setVars on initUnit (#6949) * Medical - Transfer state machine state on locality (#6950) * Medical - Transfer state machine state on locality * Fix feedback isUnconscious var * Exclude AI * Make UAV excludes consistant, formating * Update fnc_treatmentFullHealLocal.sqf * reset fractures on respawn * Fix merge * Add PAK time coefficient setting * Fix medication * Add ace_medical_replacementItems config array * checkItems performance improvement * Treatment - cap max animation speed (#6995) * Treatment - cap max animation speed and add lock to prevent AF from reseting anim * Update fnc_getBandageTime.sqf * Use local version of setAnimSpeedCoef * Revert "Use local version of setAnimSpeedCoef" This reverts commit 36c22a90473fd0670ab97f3a373e4ae08493ff52. * Move replacementItems compiling to preInit * Improve replacementItems compiling * Cleanup splint functions, use macros for fractures * Rename splintCondition to canSplint * Add cprCreatesPulse setting * Cleanup remaining functions * Capitalize stringtable entry names * getStitchTime function and fix treatment locations * Update addons/medical_treatment/functions/fnc_getHealTime.sqf Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
2019-06-03 15:31:46 +00:00
if (GVAR(setAnimExclusions) isEqualTo []) then {
_unit setAnimSpeedCoef linearConversion [0.7, 0.9, _fatigue, 1, 0.5, true];
};
if (isSprintAllowed _unit && _fatigue > 0.7) then { // small checks like these are faster without lazy eval
2016-11-14 20:55:26 +00:00
[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
} else {
if (!isSprintAllowed _unit && _fatigue < 0.7) then {
2016-11-14 20:55:26 +00:00
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
};
};
};
// If other components are setting setAnimSpeedCoef, do not change animSpeedCoef
if (getAnimSpeedCoef _unit != 1 && {GVAR(setAnimExclusions) isEqualTo []}) then {
TRACE_1("reset",getAnimSpeedCoef _unit);
_unit setAnimSpeedCoef 1;
};
if (!isForcedWalk _unit && _fatigue >= 1) then { // small checks like these are faster without lazy eval
[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
} else {
if (isForcedWalk _unit && _fatigue < 0.7) then {
[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
} else {
// Forward angle is the slope of the terrain, side angle simulates the unevenness/roughness of the terrain
if (isSprintAllowed _unit && {_fatigue > 0.7 || abs _fwdAngle > 20 || abs _sideAngle > 20}) then {
[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
} else {
if (!isSprintAllowed _unit && _fatigue < 0.6 && abs _fwdAngle < 20 && abs _sideAngle < 20) then {
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
};
};
};
};
_unit setVariable [QGVAR(aimFatigue), _fatigue];