ACE3/addons/medical_feedback/functions/fnc_handleEffects.sqf

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/*
* Author: BaerMitUmlaut
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* Handles any visual effects of medical.
* Note: Heart beat sounds run in a different PFH - see fnc_effectHeartBeat.
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*
* Arguments:
* None
*
* Return Value:
* None
*/
#include "script_component.hpp"
if (EGVAR(common,OldIsCamera) || {!alive ACE_player}) exitWith {
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[false, 0] call FUNC(effectUnconscious);
[false] call FUNC(effectPain);
[false] call FUNC(effectBloodVolume);
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[false] call FUNC(effectBleeding);
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};
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BEGIN_COUNTER(handleEffects);
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// - Current state info -------------------------------------------------------
private _bleedingStrength = [ACE_player] call EFUNC(medical,getBloodloss);
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private _bloodVolume = ACE_player getVariable [QEGVAR(medical,bloodVolume), DEFAULT_BLOOD_VOLUME];
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private _unconscious = ACE_player getVariable [QEGVAR(medical,isUnconscious), false];
private _heartRate = ACE_player getVariable [QEGVAR(medical,heartRate), DEFAULT_HEART_RATE];
private _pain = [ACE_player] call EFUNC(medical,getPainLevel);
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if ((!GVAR(heartBeatEffectRunning)) && {_heartRate != 0} && {(_heartRate > 160) || {_heartRate < 60}}) then {
TRACE_1("Starting heart beat effect",_heartRate);
GVAR(heartBeatEffectRunning) = true;
[] call FUNC(effectHeartBeat);
};
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// - Visual effects -----------------------------------------------------------
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[_unconscious, 2] call FUNC(effectUnconscious);
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[
true, linearConversion [BLOOD_VOLUME_CLASS_2_HEMORRHAGE, BLOOD_VOLUME_CLASS_4_HEMORRHAGE, _bloodVolume, 0, 1, true]
] call FUNC(effectBloodVolume);
if (!_unconscious) then {
[true, _pain] call FUNC(effectPain);
};
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[true, _bleedingStrength] call FUNC(effectBleeding);
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END_COUNTER(handleEffects);