ACE3/addons/map/functions/fnc_updateMapEffects.sqf

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/*
* Author: Rocko and esteldunedain
* On map draw, updates the effects
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
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#include "script_component.hpp"
params ["_mapCtrl"];
private _mapScale = ctrlMapScale _mapCtrl;
private _mapCentre = _mapCtrl ctrlMapScreenToWorld [0.5, 0.5];
if (GVAR(mapIllumination)) then {
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//get nearby lighting
private _light = [[ACE_player], FUNC(determineMapLight), missionNamespace, QGVAR(mapLight), 0.1] call EFUNC(common,cachedCall);
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_light params ["_applyLighting", "_lightLevel"];
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if (_applyLighting) then {
[_mapCtrl, _mapScale, _mapCentre, _lightLevel] call FUNC(simulateMapLight);
};
};
if (GVAR(mapShake)) then {
// Only shake map while moving on foot
private _speed = 0;
if (vehicle ACE_player == ACE_player) then {
_speed = vectorMagnitude (velocity ACE_player);
};
// If speed is large enough, create anims to shake map
if (_speed > 0.1) then {
if (ctrlMapAnimDone _mapCtrl) then {
private _amplitude = (_speed - 0.1) / 5 * (1000 * _mapScale);
private _time = 0.1;
private _shakePos = [(GVAR(lastStillPosition) select 0) + sin((CBA_missionTime + _time - GVAR(lastStillTime))*100) * _amplitude * 0.25,
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(GVAR(lastStillPosition) select 1) + sin((CBA_missionTime + _time - GVAR(lastStillTime))*260) * _amplitude];
_mapCtrl ctrlMapAnimAdd [_time, _mapScale, _shakePos];
ctrlMapAnimCommit _mapCtrl;
GVAR(isShaking) = true;
};
} else {
if (GVAR(isShaking)) then {
// Stop shaking, return to original position
ctrlMapAnimClear _mapCtrl;
_mapCtrl ctrlMapAnimAdd [0, _mapScale, GVAR(lastStillPosition)];
ctrlMapAnimCommit _mapCtrl;
GVAR(isShaking) = false;
} else {
// The map is still, store state
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GVAR(lastStillPosition) = _mapCentre;
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GVAR(lastStillTime) = CBA_missionTime;
};
};
};
if (GVAR(mapLimitZoom)) then {
if (GVAR(minMapSize) >= _mapScale) then {
ctrlMapAnimClear _mapCtrl;
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_mapCtrl ctrlMapAnimAdd [0, GVAR(minMapSize) + 0.001, _mapCentre];
ctrlMapAnimCommit _mapCtrl;
};
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};