ACE3/addons/goggles/functions/fnc_applyRainEffect.sqf

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#include "..\script_component.hpp"
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/*
* Author: Garth 'L-H' de Wet
* Handles rain effects being created on glasses.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ace_goggles_fnc_applyRainEffect;
*
* Public: No
*/
private _unit = ACE_player;
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if (!alive _unit) exitWith {};
private _fnc_underCover = {
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params ["_unit"];
if (vehicle _unit != _unit && {!isTurnedOut _unit}) exitWith {true};
// looking up and no roof over head
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private _position = eyePos _unit;
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positionCameraToWorld [0, 0, 1] select 2 < (positionCameraToWorld [0, 0, 0] select 2) - 0.4 || {(lineIntersects [_position, _position vectorAdd [0, 0, 15], _unit])} // return
};
if (!isNull findDisplay 312) exitWith {
if (GVAR(RainActive)) then {
call FUNC(removeRainEffect);
};
};
// Ignore if unit is under water
if !(GVAR(EffectsActive) || {underwater _unit}) exitWith {
call FUNC(RemoveRainEffect);
};
if (GVAR(RainLastLevel) != rain) then {
call FUNC(RemoveRainEffect);
GVAR(RainLastLevel) = rain;
// Rain is happening
if (GVAR(RainLastLevel) > 0.05 && {!([_unit] call _fnc_underCover)}) then {
GVAR(RainActive) = true;
GVAR(RainDrops) = "#particlesource" createVehicleLocal position _unit;
GVAR(RainDrops) setParticleClass "ACERainEffect";
GVAR(RainDrops) setDropInterval (0.07 * (1.1 - GVAR(RainLastLevel)));
GVAR(RainDrops) attachTo [vehicle _unit, [0,0,0]];
};
} else {
if (GVAR(RainLastLevel) > 0.05) then {
if (GVAR(RainActive) && {[_unit] call _fnc_underCover}) exitWith {
call FUNC(RemoveRainEffect);
};
if !(GVAR(RainActive)) then {
GVAR(RainLastLevel) = -1;
};
};
};