ACE3/addons/medical/XEH_postInit.sqf

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// ACE Medical System Visual Loop
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#include "script_component.hpp"
if (!hasInterface) exitwith{};
GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
GVAR(playingHeartBeatSound) = false;
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// Initialize all effects
// @todo: make this a macro?
_fnc_createEffect = {
private ["_type", "_layer", "_default"];
_type = _this select 0;
_layer = _this select 1;
_default = _this select 2;
_effect = ppEffectCreate [_type, _layer];
_effect ppEffectForceInNVG true;
_effect ppEffectAdjust _default;
_effect ppEffectCommit 0;
_effect
};
GVAR(effectUnconsciousCC) = [
"ColorCorrections",
4201,
[1,1,0, [0,0,0,1], [0,0,0,0], [1,1,1,1], [0.4,0.4,0,0,0,0.1,0.3]]
] call _fnc_createEffect;
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GVAR(effectUnconsciousRB) = [
"RadialBlur",
4202,
[0.01,0.01,0,0]
] call _fnc_createEffect;
GVAR(effectBlindingCC) = [
"ColorCorrections",
4203,
[1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]]
] call _fnc_createEffect;
GVAR(effectBloodVolumeCC) = [
"ColorCorrections",
4204,
[1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]]
] call _fnc_createEffect;
GVAR(effectPainCA) = [
"chromAberration",
4205,
[0, 0, false]
] call _fnc_createEffect;
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GVAR(effectPainCC) = [
"ColorCorrections",
4206,
[1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1.3,1.3,0,0,0,0.2,2]]
] call _fnc_createEffect;
// @todo; what's this for?
GVAR(effectUnconsciousUnit) = objNull;
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// Initialize Other Variables
GVAR(effectBlind) = false;
GVAR(effectTimeBlood) = time;
[{
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// Zeus interface is open or player is dead; disable everything
if (!(isNull (findDisplay 312)) or !(alive ACE_player)) exitWith {
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GVAR(effectUnconsciousCC) ppEffectEnable false;
GVAR(effectUnconsciousRB) ppEffectEnable false;
GVAR(effectBlindingCC) ppEffectEnable false;
GVAR(effectBloodVolumeCC) ppEffectEnable false;
GVAR(effectPainCA) ppEffectEnable false;
GVAR(effectPainCC) ppEffectEnable false;
[false] call EFUNC(common,disableUserInput); // @todo, only when disabled?
};
// Unconsciousness effect
if (ACE_player getVariable [QGVAR(isUnconscious), false]) then {
GVAR(effectUnconsciousCC) ppEffectEnable true;
GVAR(effectUnconsciousRB) ppEffectEnable true;
GVAR(effectBlind) = true;
[true, true] call EFUNC(common,disableUserInput); // @todo, see above
} else {
GVAR(effectUnconsciousCC) ppEffectEnable false;
GVAR(effectUnconsciousRB) ppEffectEnable false;
[false] call EFUNC(common,disableUserInput); // @todo, see above
if (GVAR(effectBlind)) then {
// @todo: blinding effect on wakeup
};
};
// @todo: pain effect
// Bleeding Indicator
// @todo: redo this after initial release
if (damage ACE_player > 0.1 and GVAR(effectTimeBlood) + 6 < time) then {
GVAR(effectTimeBlood) = time;
[500 * damage ACE_player] call BIS_fnc_bloodEffect;
};
// Blood Volume Effect
_blood = AGM_player getVariable ["AGM_Blood", 100] / 100;
if (_blood > 0.99) then {
GVAR(effectBloodVolumeCC) ppEffectEnable false;
} else {
GVAR(effectBloodVolumeCC) ppEffectEnable true;
GVAR(effectBloodVolumeCC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,_blood], [0.2,0.2,0.2,0]];
GVAR(effectBloodVolumeCC) ppEffectCommit 0;
};
/*
private ["_unit","_bloodLoss", "_bloodVolume"];
_unit = ACE_player;
if (isNull(findDisplay 312) && alive _unit) then {
if ([_unit] call EFUNC(common,isAwake)) then {
_bloodLoss = _unit call FUNC(getBloodLoss);
if (_bloodLoss >0) then {
_time = 10 - _bloodLoss;
if (_time < 1.5) then {
_time = 1.5;
};
if (time - (missionNamespace getvariable [QGVAR(displayedBleedingEffectMoment), -10])) then {
missionNamespace setvariable [QGVAR(displayedBleedingEffectMoment), time];
// call bleeding effect
};
};
// Heart rate sound effect
_heartRate = _unit getvariable[QGVAR(heartRate), 70];
if (_heartRate > 0.1) then {
if (GVAR(playingHeartBeatSound)) exitwith {};
GVAR(playingHeartBeatSound) = true;
_sleep = 60 / _heartRate;
if (_heartRate < 60) then {
_sound = GVAR(heartBeatSounds_Slow) select (random((count GVAR(heartBeatSounds_Slow)) -1));
playSound _sound;
[{
GVAR(playingHeartBeatSound) = false;
}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
} else {
if (_heartRate > 120) then {
_sound = GVAR(heartBeatSounds_Fast) select (random((count GVAR(heartBeatSounds_Fast)) -1));
playSound _sound;
[{
GVAR(playingHeartBeatSound) = false;
}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
};
};
};
// TODO implement a new pain effect.
};
if (_unit getvariable ["ACE_isUnconscious", false] && GVAR(effectUnconsciousUnit) != _unit) then {
GVAR(effectUnconsciousUnit) = _unit;
// handle the unconscious effects.
[] call EFUNC(common,closeAllDialogs_f);
//[true] call FUNC(effectBlackOut);
["unconscious", true] call EFUNC(common,setDisableUserInputStatus);
[false] call EFUNC(common,setVolume_f);
} else {
if (GVAR(effectUnconsciousUnit) == _unit) then {
GVAR(effectUnconsciousUnit) = ObjNull;
//[false] call FUNC(effectBlackOut);
["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
[true] call EFUNC(common,setVolume_f);
};
};
// Blood volume grayscale Effect
_bloodVolume = _unit getVariable [QGVAR(bloodVolume), 100];
if (_bloodVolume > 99 || !alive _unit) then {
GVAR(effect_BloodLevel_CC) ppEffectEnable false;
} else {
GVAR(effect_BloodLevel_CC) ppEffectEnable true;
GVAR(effect_BloodLevel_CC) ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1, 1, 1,_bloodVolume/100], [0.2, 0.2, 0.2, 0]];
GVAR(effect_BloodLevel_CC) ppEffectCommit 0;
};
} else {
GVAR(effect_BloodLevel_CC) ppEffectEnable false;
if (!isNull GVAR(effectUnconsciousUnit)) then {
GVAR(effectUnconsciousUnit) = ObjNull;
//[false] call FUNC(effectBlackOut);
["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
[true] call EFUNC(common,setVolume_f);
};
};
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*/
}, 0.5, [] ] call CBA_fnc_addPerFrameHandler;