more goggles code cleanup

This commit is contained in:
commy2 2015-09-29 16:56:10 +02:00
parent d25d79c485
commit 2731ac360a

View File

@ -1,5 +1,5 @@
/*
* Author: Garth 'L-H' de Wet
* Author: Garth 'L-H' de Wet, commy2
* Determines whether to place dust on the goggles, based on calibre of weapon fired and other requirements.
*
* Arguments:
@ -7,67 +7,82 @@
* 1: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
*ace_player addEventHandler ["Fired", {[_this select 0, _this select 1] call ace_goggles_fnc_dustHandler;}];
* Function is handled? <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
private ["_bullets", "_position", "_surface", "_weapon", "_cloudType", "_unit"];
EXPLODE_2_PVT(_this,_unit,_weapon);
if (_unit != ace_player) exitWith {true};
params ["_unit", "_weapon"];
if (_unit != ACE_player) exitWith {true};
// no dust in rain
if (rain > 0.1) exitWith {true};
// effect only aplies when lying on the ground
if (stance _unit != "PRONE") exitWith {true};
private ["_position", "_particleConfig", "_cloudType", "_surface", "_bullets"];
// check if the unit really is on the ground and not in a building
_position = getPosATL _unit;
if (_position select 2 > 0.2) exitWith {};
// get weapon dust effect
_particleConfig = configFile >> "CfgWeapons" >> _weapon >> "GunParticles";
_cloudType = "";
if (rain > 0.1) exitWith {true};
if ((stance _unit) != "PRONE") exitWith {true};
if (isClass(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "FirstEffect")) then {
_cloudType = getText(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "FirstEffect" >> "effectName");
if (isClass (_particleConfig >> "FirstEffect")) then { // @todo read this with custom / non-standard config classnames
_cloudType = getText (_particleConfig >> "FirstEffect" >> "effectName");
} else {
if (isClass(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "effect1")) then {
_cloudType = getText(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "effect1" >> "effectName");
if (isClass (_particleConfig >> "effect1")) then {
_cloudType = getText (_particleConfig >> "effect1" >> "effectName");
};
};
// quit if the weapon causes no dust effect
if (_cloudType == "") exitWith {true};
_position = getPosATL _unit;
// get if the surface is dusty
if (surfaceIsWater _position) exitWith {true};
if (surfaceIsWater _position) exitWith {};
if ((_position select 2) > 0.2) exitWith {};
_surface = surfaceType _position;
_surface = surfaceType _position select [1]; // cuts of the leading #
if (_surface != GVAR(surfaceCache)) then {
GVAR(surfaceCache) = _surface;
_surface = ([_surface, "#"] call CBA_fnc_split) select 1;
GVAR(surfaceCacheIsDust) = getNumber (ConfigFile >> "CfgSurfaces" >> _surface >> "dust") >= 0.1;
GVAR(surfaceCacheIsDust) = getNumber (configFile >> "CfgSurfaces" >> _surface >> "dust") >= 0.1;
};
// quit if surface isn't dusty
if (!GVAR(surfaceCacheIsDust)) exitWith {};
// increment dust value with type bullet
_bullets = GETDUSTT(DBULLETS);
if ((ACE_diagTime - GETDUSTT(DTIME)) > 1) then {
if (ACE_diagTime - GETDUSTT(DTIME) > 1) then {
_bullets = 0;
};
_bullets = _bullets + 1;
SETDUST(DBULLETS,_bullets);
SETDUST(DTIME,ACE_diagTime);
// apply dust effect if the amount of fired bullets is over the threshold
if (GETDUSTT(DAMOUNT) < 2) then {
private "_bulletsRequired";
_bulletsRequired = 100;
if (isNumber (ConfigFile >> _cloudType >> "ACE_Goggles_BulletCount")) then {
_bulletsRequired = getNumber (ConfigFile >> _cloudType >> "ACE_Goggles_BulletCount");
local _bulletsRequired = 100;
if (isNumber (configFile >> _cloudType >> QGVAR(BulletCount))) then {
_bulletsRequired = getNumber (configFile >> _cloudType >> QGVAR(BulletCount));
};
if (_bulletsRequired <= _bullets) then {
if (_bullets > _bulletsRequired) then {
SETDUST(DACTIVE,true);
call FUNC(applyDust);
};
};
true