ACE3/addons/gforces/functions/fnc_pfhUpdateGForces.sqf

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#include "script_component.hpp"
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/*
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* Author: KoffeinFlummi and esteldunedain
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* Calculates average g-forces and triggers g-effects
*
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* Arguments:
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* 0: Arguments <ARRAY>
* 1: pfh_id <NUMBER>
*
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* Return Value:
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* None
*
* Example:
* [[args], 5] call ace_gforces_fnc_pfhUpdateGForces
*
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* Public: No
*/
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// Update the g-forces at constant mission time intervals (taking accTime into account)
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if ((CBA_missionTime - GVAR(lastUpdateTime)) < INTERVAL) exitWith {};
GVAR(lastUpdateTime) = CBA_missionTime;
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if (GVAR(playerIsVirtual) || {!alive ACE_player}) exitWith {};
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BEGIN_COUNTER(everyInterval);
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private _newVel = velocity (vehicle ACE_player);
private _accel = ((_newVel vectorDiff GVAR(oldVel)) vectorMultiply (1 / INTERVAL)) vectorAdd [0, 0, 9.8];
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// Cap maximum G's to +- 10 to avoid g-effects when the update is low fps.
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private _currentGForce = (((_accel vectorDotProduct vectorUp (vehicle ACE_player)) / 9.8) max -10) min 10;
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GVAR(GForces) set [GVAR(GForces_Index), _currentGForce * GVAR(coef)];
GVAR(GForces_Index) = (GVAR(GForces_Index) + 1) % 30; // 30 = round (AVERAGEDURATION / INTERVAL);
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GVAR(oldVel) = _newVel;
/* Source: https://github.com/KoffeinFlummi/AGM/issues/1774#issuecomment-70341573
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*
* For untrained people without g-suits:
* GLOC: 5G for 6 s
* RedOut: 2.5G for 6 s
*
* For trained jet pilots without g-suits:
* GLOC: 9G for 6 s
* RedOut: 4.5G
*
* For trained jet pilots with g-suits:
* GLOC: 10.5G for 6 s
* RedOut: 4.5G
*
* Effects and camera shake start 30% the limit value, and build gradually
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*/
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private _average = 0;
private _count = {
_average = _average + _x;
true
} count GVAR(GForces);
if (_count > 0) then {
_average = _average / _count;
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};
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private _classCoef = (ACE_player getVariable ["ACE_GForceCoef",
getNumber (configFile >> "CfgVehicles" >> (typeOf ACE_player) >> "ACE_GForceCoef")]) max 0.001;
private _suitCoef = if ((uniform ACE_player) != "") then {
(getNumber (configFile >> "CfgWeapons" >> (uniform ACE_player) >> "ACE_GForceCoef")) max 0.001
} else {
1
};
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private _gBlackOut = MAXVIRTUALG / _classCoef + MAXVIRTUALG / _suitCoef - MAXVIRTUALG;
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// Unconsciousness
if ((_average > _gBlackOut) and {isClass (configFile >> "CfgPatches" >> "ACE_Medical") and {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then {
[ACE_player, true, (10 + floor(random 5)), true] call EFUNC(medical,setUnconscious);
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};
GVAR(GForces_CC) 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]];
if !(ACE_player getVariable ["ACE_isUnconscious", false]) then {
if (_average > 0.30 * _gBlackOut) then {
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private _strength = ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) max 0;
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GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2 * (1 - _strength),2 * (1 - _strength),0,0,0,0.1,0.5]];
addCamShake [_strength, 1, 15];
} else {
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private _gRedOut = MINVIRTUALG / _classCoef;
if (_average < -0.30 * _gRedOut) then {
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private _strength = ((abs _average - 0.30 * _gRedOut) / (0.70 * _gRedOut)) max 0;
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GVAR(GForces_CC) ppEffectAdjust [1,1,0,[1,0.2,0.2,1],[0,0,0,0],[1,1,1,1],[2 * (1 - _strength),2 * ( 1 -_strength),0,0,0,0.1,0.5]];
addCamShake [_strength / 1.5, 1, 15];
};
};
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};
GVAR(GForces_CC) ppEffectCommit INTERVAL;
END_COUNTER(everyInterval);