2015-09-29 17:51:41 +00:00
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/*
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* Author: Garth 'L-H' de Wet
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* Handles rain effects being created on glasses.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* call ace_goggles_fnc_applyRainEffect;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_unit", "_fnc_underCover"];
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_unit = ACE_player;
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if (!alive _unit) exitWith {};
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_fnc_underCover = {
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params ["_unit"];
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if (vehicle _unit != _unit && {!isTurnedOut _unit}) exitWith {true};
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// looking up and no roof over head
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2015-11-17 16:43:07 +00:00
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private _position = eyePos _unit;
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2015-09-29 17:51:41 +00:00
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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
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};
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if (!isNull findDisplay 312) exitWith {
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if (GVAR(RainActive)) then {
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call FUNC(removeRainEffect);
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};
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};
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// Ignore if unit is under water
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if !(GVAR(EffectsActive) || {underwater _unit}) exitWith {
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call FUNC(RemoveRainEffect);
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};
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if (GVAR(RainLastLevel) != rain) then {
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call FUNC(RemoveRainEffect);
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GVAR(RainLastLevel) = rain;
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// Rain is happening
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if (GVAR(RainLastLevel) > 0.05 && {!([_unit] call _fnc_underCover)}) then {
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GVAR(RainActive) = true;
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GVAR(RainDrops) = "#particlesource" createVehicleLocal position _unit;
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GVAR(RainDrops) setParticleClass "ACERainEffect";
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GVAR(RainDrops) setDropInterval (0.07 * (1.1 - GVAR(RainLastLevel)));
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GVAR(RainDrops) attachTo [vehicle _unit, [0,0,0]];
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};
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} else {
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if (GVAR(RainLastLevel) > 0.05) then {
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if (GVAR(RainActive) && {[_unit] call _fnc_underCover}) exitWith {
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call FUNC(RemoveRainEffect);
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};
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if !(GVAR(RainActive)) then {
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GVAR(RainLastLevel) = -1;
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};
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};
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};
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