2015-02-18 04:07:29 +00:00
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/*
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* Author: commy2
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* Change the blending when the player fires??
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*
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* Arguments:
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* 0: unit - Object the event handler is assigned to <OBJECT>
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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* 3: mode - Current mode of the fired weapon <STRING>
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* 4: ammo - Ammo used <STRING>
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [clientFiredBIS-XEH] call ace_nightvision_fnc_blending
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*
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* Public: No
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*/
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2015-01-12 22:08:37 +00:00
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#include "script_component.hpp"
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2015-09-11 14:58:26 +00:00
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if (!hasInterface) exitWith {};
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2015-09-09 15:05:48 +00:00
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2015-09-16 15:55:23 +00:00
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params ["_vehicle", "_weapon", "", "", "_ammo", "_magazine"];
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2015-01-12 22:08:37 +00:00
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2015-09-18 17:48:59 +00:00
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private "_player";
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_player = ACE_player;
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2015-02-18 04:24:37 +00:00
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//If our vehicle didn't shoot, or we're not in NVG mode, exit
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2015-09-18 17:48:59 +00:00
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if ((_vehicle != (vehicle _player)) || {(currentVisionMode _player) != 1}) exitWith {};
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2015-02-18 04:24:37 +00:00
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//If we are mounted, and it wasn't our weapon system that fired, exit
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2015-09-18 17:48:59 +00:00
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if (_player != _vehicle && {!(_weapon in (_vehicle weaponsTurret ([_player] call EFUNC(common,getTurretIndex))))}) exitWith {};
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2015-01-12 22:08:37 +00:00
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2015-09-16 15:55:23 +00:00
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private["_darkness", "_nvgBrightnessCoef", "_silencer", "_visibleFire", "_visibleFireCoef", "_visibleFireTime", "_visibleFireTimeCoef"];
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2015-01-12 22:08:37 +00:00
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_silencer = switch (_weapon) do {
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2015-09-18 17:48:59 +00:00
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case (primaryWeapon _player): {(primaryWeaponItems _player) select 0};
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case (secondaryWeapon _player): {(secondaryWeaponItems _player) select 0};
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case (handgunWeapon _player): {(handgunItems _player) select 0};
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2015-02-18 04:07:29 +00:00
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default {""};
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2015-01-12 22:08:37 +00:00
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};
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_visibleFireCoef = 1;
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_visibleFireTimeCoef = 1;
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if (_silencer != "") then {
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2015-02-18 04:07:29 +00:00
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_visibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire");
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_visibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFireTime");
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2015-01-12 22:08:37 +00:00
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};
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_visibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFire");
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_visibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFireTime");
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2015-09-18 17:48:59 +00:00
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_nvgBrightnessCoef = 1 + (_player getVariable [QGVAR(NVGBrightness), 0]) / 4;
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2015-01-12 22:08:37 +00:00
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_fnc_isTracer = {
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2015-02-18 04:07:29 +00:00
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private ["_indexShot", "_lastRoundsTracer", "_tracersEvery"];
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2015-01-12 22:08:37 +00:00
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2015-02-18 04:07:29 +00:00
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if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "nvgOnly") > 0) exitWith {false};
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2015-01-12 22:08:37 +00:00
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2015-09-18 17:48:59 +00:00
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_indexShot = (_player ammo _weapon) + 1;
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2015-01-12 22:08:37 +00:00
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2015-02-18 04:07:29 +00:00
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_lastRoundsTracer = getNumber (configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
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if (_indexShot <= _lastRoundsTracer) exitWith {true};
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2015-01-12 22:08:37 +00:00
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2015-02-18 04:07:29 +00:00
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_tracersEvery = getNumber (configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
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if (_tracersEvery == 0) exitWith {false};
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2015-01-12 22:08:37 +00:00
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2015-02-18 04:07:29 +00:00
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(_indexShot - _lastRoundsTracer) % _tracersEvery == 0
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2015-01-12 22:08:37 +00:00
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};
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if (call _fnc_isTracer) then {
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2015-02-18 04:07:29 +00:00
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_visibleFire = _visibleFire + 2;
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_visibleFireTime = _visibleFireTime + 2;
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2015-01-12 22:08:37 +00:00
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};
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_darkness = 1 - (call EFUNC(common,ambientBrightness));
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_visibleFire = _darkness * _visibleFireCoef * _visibleFire * _nvgBrightnessCoef / 10 min 1;
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_visibleFireTime = _darkness * _visibleFireTimeCoef * _visibleFireTime * _nvgBrightnessCoef / 10 min 0.5;
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2015-09-16 15:55:23 +00:00
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TRACE_2("Player Shot, Adjusting NVG Effect", _visibleFire, _visibleFireTime);
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2015-01-12 22:08:37 +00:00
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GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, _visibleFire, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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GVAR(ppEffectMuzzleFlash) ppEffectCommit 0;
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GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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GVAR(ppEffectMuzzleFlash) ppEffectCommit _visibleFireTime;
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