2015-02-10 17:17:26 +00:00
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// ACE Medical System Visual Loop
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2015-02-08 09:25:03 +00:00
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#include "script_component.hpp"
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2015-02-08 10:24:36 +00:00
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if (!hasInterface) exitwith{};
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GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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GVAR(playingHeartBeatSound) = false;
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2015-02-10 17:17:26 +00:00
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// Initialize all effects
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// @todo: make this a macro?
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_fnc_createEffect = {
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private ["_type", "_layer", "_default"];
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_type = _this select 0;
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_layer = _this select 1;
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_default = _this select 2;
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_effect = ppEffectCreate [_type, _layer];
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_effect ppEffectForceInNVG true;
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_effect ppEffectAdjust _default;
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_effect ppEffectCommit 0;
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_effect
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};
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GVAR(effectUnconsciousCC) = [
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"ColorCorrections",
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4201,
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[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]]
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] call _fnc_createEffect;
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2015-02-10 22:13:52 +00:00
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2015-02-10 17:17:26 +00:00
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GVAR(effectUnconsciousRB) = [
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"RadialBlur",
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4202,
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[0.01,0.01,0,0]
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] call _fnc_createEffect;
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GVAR(effectBlindingCC) = [
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"ColorCorrections",
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4203,
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[1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]]
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] call _fnc_createEffect;
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GVAR(effectBloodVolumeCC) = [
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"ColorCorrections",
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4204,
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[1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]]
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] call _fnc_createEffect;
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GVAR(effectPainCA) = [
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"chromAberration",
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4205,
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[0, 0, false]
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] call _fnc_createEffect;
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2015-02-10 22:13:52 +00:00
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2015-02-10 17:17:26 +00:00
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GVAR(effectPainCC) = [
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"ColorCorrections",
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4206,
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[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]]
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] call _fnc_createEffect;
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// @todo; what's this for?
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2015-02-08 10:24:36 +00:00
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GVAR(effectUnconsciousUnit) = objNull;
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2015-02-10 17:17:26 +00:00
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// Initialize Other Variables
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GVAR(effectBlind) = false;
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GVAR(effectTimeBlood) = time;
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2015-02-08 10:24:36 +00:00
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[{
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2015-02-10 22:13:52 +00:00
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// Zeus interface is open or player is dead; disable everything
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if (!(isNull (findDisplay 312)) or !(alive ACE_player)) exitWith {
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2015-02-10 17:17:26 +00:00
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GVAR(effectUnconsciousCC) ppEffectEnable false;
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GVAR(effectUnconsciousRB) ppEffectEnable false;
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GVAR(effectBlindingCC) ppEffectEnable false;
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GVAR(effectBloodVolumeCC) ppEffectEnable false;
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GVAR(effectPainCA) ppEffectEnable false;
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GVAR(effectPainCC) ppEffectEnable false;
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[false] call EFUNC(common,disableUserInput); // @todo, only when disabled?
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};
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// Unconsciousness effect
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if (ACE_player getVariable [QGVAR(isUnconscious), false]) then {
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GVAR(effectUnconsciousCC) ppEffectEnable true;
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GVAR(effectUnconsciousRB) ppEffectEnable true;
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GVAR(effectBlind) = true;
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[true, true] call EFUNC(common,disableUserInput); // @todo, see above
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} else {
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GVAR(effectUnconsciousCC) ppEffectEnable false;
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GVAR(effectUnconsciousRB) ppEffectEnable false;
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[false] call EFUNC(common,disableUserInput); // @todo, see above
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if (GVAR(effectBlind)) then {
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// @todo: blinding effect on wakeup
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};
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};
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// @todo: pain effect
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// Bleeding Indicator
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// @todo: redo this after initial release
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if (damage ACE_player > 0.1 and GVAR(effectTimeBlood) + 6 < time) then {
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GVAR(effectTimeBlood) = time;
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[500 * damage ACE_player] call BIS_fnc_bloodEffect;
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};
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// Blood Volume Effect
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_blood = AGM_player getVariable ["AGM_Blood", 100] / 100;
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if (_blood > 0.99) then {
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GVAR(effectBloodVolumeCC) ppEffectEnable false;
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} else {
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GVAR(effectBloodVolumeCC) ppEffectEnable true;
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GVAR(effectBloodVolumeCC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,_blood], [0.2,0.2,0.2,0]];
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GVAR(effectBloodVolumeCC) ppEffectCommit 0;
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};
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/*
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2015-02-08 10:24:36 +00:00
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private ["_unit","_bloodLoss", "_bloodVolume"];
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_unit = ACE_player;
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if (isNull(findDisplay 312) && alive _unit) then {
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if ([_unit] call EFUNC(common,isAwake)) then {
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_bloodLoss = _unit call FUNC(getBloodLoss);
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if (_bloodLoss >0) then {
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_time = 10 - _bloodLoss;
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if (_time < 1.5) then {
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_time = 1.5;
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};
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if (time - (missionNamespace getvariable [QGVAR(displayedBleedingEffectMoment), -10])) then {
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missionNamespace setvariable [QGVAR(displayedBleedingEffectMoment), time];
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// call bleeding effect
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};
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};
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// Heart rate sound effect
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_heartRate = _unit getvariable[QGVAR(heartRate), 70];
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if (_heartRate > 0.1) then {
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if (GVAR(playingHeartBeatSound)) exitwith {};
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GVAR(playingHeartBeatSound) = true;
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_sleep = 60 / _heartRate;
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if (_heartRate < 60) then {
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2015-02-08 12:18:08 +00:00
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_sound = GVAR(heartBeatSounds_Slow) select (random((count GVAR(heartBeatSounds_Slow)) -1));
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2015-02-08 10:24:36 +00:00
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playSound _sound;
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[{
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GVAR(playingHeartBeatSound) = false;
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}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
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} else {
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if (_heartRate > 120) then {
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2015-02-08 12:18:08 +00:00
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_sound = GVAR(heartBeatSounds_Fast) select (random((count GVAR(heartBeatSounds_Fast)) -1));
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2015-02-08 10:24:36 +00:00
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playSound _sound;
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[{
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GVAR(playingHeartBeatSound) = false;
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}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
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};
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};
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};
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// TODO implement a new pain effect.
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};
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if (_unit getvariable ["ACE_isUnconscious", false] && GVAR(effectUnconsciousUnit) != _unit) then {
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GVAR(effectUnconsciousUnit) = _unit;
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// handle the unconscious effects.
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[] call EFUNC(common,closeAllDialogs_f);
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//[true] call FUNC(effectBlackOut);
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["unconscious", true] call EFUNC(common,setDisableUserInputStatus);
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[false] call EFUNC(common,setVolume_f);
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} else {
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if (GVAR(effectUnconsciousUnit) == _unit) then {
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GVAR(effectUnconsciousUnit) = ObjNull;
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//[false] call FUNC(effectBlackOut);
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["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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[true] call EFUNC(common,setVolume_f);
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};
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};
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// Blood volume grayscale Effect
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_bloodVolume = _unit getVariable [QGVAR(bloodVolume), 100];
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if (_bloodVolume > 99 || !alive _unit) then {
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GVAR(effect_BloodLevel_CC) ppEffectEnable false;
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} else {
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GVAR(effect_BloodLevel_CC) ppEffectEnable true;
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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]];
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GVAR(effect_BloodLevel_CC) ppEffectCommit 0;
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};
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} else {
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GVAR(effect_BloodLevel_CC) ppEffectEnable false;
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if (!isNull GVAR(effectUnconsciousUnit)) then {
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GVAR(effectUnconsciousUnit) = ObjNull;
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//[false] call FUNC(effectBlackOut);
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["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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[true] call EFUNC(common,setVolume_f);
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};
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};
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2015-02-10 17:17:26 +00:00
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*/
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}, 0.5, [] ] call CBA_fnc_addPerFrameHandler;
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