Added ACE2 like repeated eye opening when unconscious, fixed going into Zeus while waking up

This commit is contained in:
BaerMitUmlaut 2017-01-17 15:21:09 +01:00
parent 04b720f5bc
commit 1dc301e023

View File

@ -34,6 +34,9 @@ switch (_mode) do {
GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 1], [0, 0, 0, 1], [0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1]];
GVAR(ppUnconsciousBlur) ppEffectCommit FX_UNCON_FADE_IN;
GVAR(ppUnconsciousBlackout) ppEffectCommit FX_UNCON_FADE_IN;
// Handle next fade in
GVAR(nextFadeIn) = CBA_missionTime + 15 + random 5;
} else {
ACE_player setVariable [QGVAR(effectUnconsciousTimeout), CBA_missionTime + FX_UNCON_FADE_OUT];
GVAR(ppUnconsciousBlur) ppEffectEnable true;
@ -47,6 +50,8 @@ switch (_mode) do {
// Step 2: Open it
[{
if (!isNull curatorCamera || {!alive ACE_player}) exitWith {};
GVAR(ppUnconsciousBlur) ppEffectAdjust [0];
GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0.8], [0, 0, 0, 1], [0, 0, 0, 0], [0.7, 0.78, 0, 0, 0, 0, 1]];
GVAR(ppUnconsciousBlur) ppEffectCommit (FX_UNCON_FADE_OUT * 2/3);
@ -55,6 +60,8 @@ switch (_mode) do {
// Step 3: Fade away vignette
[{
if (!isNull curatorCamera || {!alive ACE_player}) exitWith {};
GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 0], [0.7, 0.78, 0, 0, 0, 0, 1]];
GVAR(ppUnconsciousBlackout) ppEffectCommit (FX_UNCON_FADE_OUT * 1/3);
}, [], FX_UNCON_FADE_OUT * 2/3] call CBA_fnc_waitAndExecute;
@ -66,14 +73,34 @@ switch (_mode) do {
if (_animatedTimeOut > CBA_missionTime) exitWith {};
if (_enable) then {
GVAR(ppUnconsciousBlur) ppEffectAdjust [5];
GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 1], [0, 0, 0, 1], [0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1]];
if (GVAR(nextFadeIn) < CBA_missionTime) then {
GVAR(ppUnconsciousBlur) ppEffectAdjust [5];
GVAR(ppUnconsciousBlur) ppEffectCommit 0;
GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0.9], [0, 0, 0, 1], [0, 0, 0, 0], [0.51, 0.17, 0, 0, 0, 0, 1]];
GVAR(ppUnconsciousBlackout) ppEffectCommit (FX_UNCON_FADE_OUT * 2/3);
[{
if (!isNull curatorCamera || {!alive ACE_player}) exitWith {};
GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 1], [0, 0, 0, 1], [0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1]];
GVAR(ppUnconsciousBlackout) ppEffectCommit (FX_UNCON_FADE_OUT * 1/3);
}, [], FX_UNCON_FADE_OUT * 2/3] call CBA_fnc_waitAndExecute;
ACE_player setVariable [QGVAR(effectUnconsciousTimeout), CBA_missionTime + FX_UNCON_FADE_OUT];
GVAR(nextFadeIn) = CBA_missionTime + FX_UNCON_FADE_OUT + 15 + random 5;
} else {
GVAR(ppUnconsciousBlur) ppEffectAdjust [5];
GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 1], [0, 0, 0, 1], [0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1]];
GVAR(ppUnconsciousBlur) ppEffectCommit 0;
GVAR(ppUnconsciousBlackout) ppEffectCommit 0;
};
} else {
GVAR(ppUnconsciousBlur) ppEffectAdjust [0];
GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1]];
GVAR(ppUnconsciousBlur) ppEffectCommit 0;
GVAR(ppUnconsciousBlackout) ppEffectCommit 0;
};
GVAR(ppUnconsciousBlur) ppEffectCommit 0;
GVAR(ppUnconsciousBlackout) ppEffectCommit 0;
GVAR(ppUnconsciousBlur) ppEffectEnable _enable;
GVAR(ppUnconsciousBlackout) ppEffectEnable _enable;