ACE3/addons/goggles/XEH_postInit.sqf

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#include "script_component.hpp"
if (!hasInterface) exitWith {};
["ACE3 Common", QGVAR(wipeGlasses), localize LSTRING(WipeGlasses), {
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if (!(GETVAR(ace_player,ACE_isUnconscious,false))) exitWith {
call FUNC(clearGlasses);
true
};
false
},
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{false},
[20, [true, true, false]], false] call CBA_fnc_addKeybind;
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// make sure to stack effect layers in correct order
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GVAR(GogglesEffectsLayer) = QGVAR(GogglesEffectsLayer) call BIS_fnc_RSCLayer;
GVAR(GogglesLayer) = QGVAR(GogglesLayer) call BIS_fnc_RSCLayer;
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if (isNil QGVAR(UsePP)) then {
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GVAR(UsePP) = true;
};
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// init pp effects
GVAR(PostProcess) = ppEffectCreate ["ColorCorrections", 1995];
GVAR(PostProcessEyes) = ppEffectCreate ["ColorCorrections", 1992];
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GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 0;
GVAR(PostProcessEyes) ppEffectEnable false;
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GVAR(EffectsActive) = false;
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SETGLASSES(ace_player,GLASSESDEFAULT);
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GVAR(EyesDamageScript) = -1;
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GVAR(FrameEvent) = [false, [false, 20]];
GVAR(PostProcessEyes_Enabled) = false;
GVAR(DustHandler) = -1;
GVAR(RainDrops) = objNull;
GVAR(RainActive) = false;
GVAR(RainLastLevel) = 0;
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GVAR(surfaceCache) = "";
GVAR(surfaceCacheIsDust) = false;
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// init GlassesChanged eventhandler
GVAR(OldGlasses) = "#NULLSTRING";
["playerInventoryChanged", {
(_this select 1) params ["", "_currentGlasses"];
if (GVAR(OldGlasses) != _currentGlasses) then {
["GlassesChanged", [ACE_player, _currentGlasses]] call EFUNC(common,localEvent);
GVAR(OldGlasses) = _currentGlasses;
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};
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}] call EFUNC(common,addEventHandler);
// add glasses eventhandlers
["GlassesChanged", {
params ["_unit", "_glasses"];
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SETGLASSES(_unit,GLASSESDEFAULT);
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if (call FUNC(ExternalCamera)) exitWith {call FUNC(RemoveGlassesEffect)};
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if ([_unit] call FUNC(isGogglesVisible)) then {
_glasses call FUNC(applyGlassesEffect);
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} else {
call FUNC(removeGlassesEffect);
};
}] call EFUNC(common,addEventHandler);
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["GlassesCracked", {
params ["_unit"];
_unit setVariable ["ACE_EyesDamaged", true];
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0]];
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GVAR(PostProcessEyes) ppEffectCommit 0;
GVAR(PostProcessEyes) ppEffectEnable true;
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[{
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [1, 1, 1, 0]];
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GVAR(PostProcessEyes) ppEffectCommit 5;
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GVAR(EyesDamageScript) = [{
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params ["_unit"];
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GVAR(PostProcessEyes) ppEffectEnable false;
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_unit setVariable ["ACE_EyesDamaged", false];
}, _this, 5] call EFUNC(common,waitAndExecute);
}, _unit, 25] call EFUNC(common,waitAndExecute);
}] call EFUNC(common,addEventHandler);
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// check goggles
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private _fnc_checkGoggles = {
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params ["_unit"];
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if (GVAR(EffectsActive)) then {
if (call FUNC(externalCamera) || {!([_unit] call FUNC(isGogglesVisible))}) then {
call FUNC(removeGlassesEffect);
};
} else {
if (!(call FUNC(externalCamera)) && {[_unit] call FUNC(isGogglesVisible)}) then {
[goggles _unit] call FUNC(applyGlassesEffect);
};
};
};
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["cameraViewChanged", _fnc_checkGoggles] call EFUNC(common,addEventHandler);
["activeCameraChanged", _fnc_checkGoggles] call EFUNC(common,addEventHandler);
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// goggles effects main PFH
[{
BEGIN_COUNTER(goggles);
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// rain
call FUNC(applyRainEffect);
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// auto remove effects under water
if (GVAR(EffectsActive) && {underwater ACE_player} && {[goggles ACE_player] call FUNC(isDivingGoggles)}) then {
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call FUNC(removeRainEffect);
call FUNC(removeDirtEffect);
call FUNC(removeDustEffect);
};
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// rotor wash effect
call FUNC(applyRotorWashEffect);
END_COUNTER(goggles);
}, 0.5, []] call CBA_fnc_addPerFrameHandler;
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// Register fire event handler
["firedPlayer", DFUNC(handleFired)] call EFUNC(common,addEventHandler);