Locailzation, tweak fast heart rate

This commit is contained in:
PabstMirror 2017-03-18 11:53:57 -05:00
parent e3af1b55a5
commit 2e61cc32e1
7 changed files with 26 additions and 6 deletions

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@ -1,3 +1,5 @@
TRACE_1("",QUOTE(ADDON));
PREP(effectBleeding);
PREP(effectBloodVolume);
PREP(effectHeartBeat);

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@ -2,6 +2,7 @@
if (!hasInterface) exitWith {};
GVAR(nextFadeIn) = 0;
GVAR(heartBeatEffectRunning) = false;
[false] call FUNC(initEffects);

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@ -2,7 +2,9 @@
ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
[
QGVAR(painEffectType),
@ -11,7 +13,7 @@ ADDON = false;
"ACE Medical", // @todo
[
[0, 1],
["White flashing", "Pulsing blur"],
[localize LSTRING(painEffectType_whiteFlashing), localize LSTRING(painEffectType_pulsingBlur)],
0
],
false,

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@ -26,6 +26,7 @@ if (!_enable) exitWith {
// Initialize controls
if (isNull _blood1) then {
TRACE_1("Creating Blood Controls",_controls);
_blood1 = findDisplay 46 ctrlCreate ["RscPicture", -1];
_blood2 = findDisplay 46 ctrlCreate ["RscPicture", -1];

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@ -11,13 +11,18 @@
#include "script_component.hpp"
private _heartRate = ACE_player getVariable [QEGVAR(medical,heartRate), DEFAULT_HEART_RATE];
if (_heartRate == 0) exitWith {GVAR(heartBeatEffectRunning) = false;};
if (_heartRate == 0) exitWith {
TRACE_1("Ending heart beat effect - zero",_heartRate);
GVAR(heartBeatEffectRunning) = false;
};
private _waitTime = 60 / _heartRate;
// TRACE_2("",_heartRate,_waitTime);
switch (true) do {
case (_heartRate > 160): {
playSound SND_HEARBEAT_FAST;
// playSound SND_HEARBEAT_FAST; // Array doesn't blend together well, just play one file consistently
playSound "ACE_heartbeat_fast_1";
[DFUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
};
case (_heartRate < 60): {
@ -26,7 +31,7 @@ switch (true) do {
};
default {
TRACE_1("Ending heart beat effect",_heartRate);
TRACE_1("Ending heart beat effect - normal",_heartRate);
GVAR(heartBeatEffectRunning) = false;
};
};

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@ -18,9 +18,10 @@ if (EGVAR(common,OldIsCamera) || {!alive ACE_player}) exitWith {
[false] call FUNC(effectBleeding);
};
BEGIN_COUNTER(handleEffects);
// - Current state info -------------------------------------------------------
private _bleedingStrength = [ACE_player] call EFUNC(medical,getBloodloss);
// private _bleeding = _bleedingStrength > 0;
private _bloodVolume = ACE_player getVariable [QEGVAR(medical,bloodVolume), DEFAULT_BLOOD_VOLUME];
private _unconscious = ACE_player getVariable [QEGVAR(medical,isUnconscious), false];
private _heartRate = ACE_player getVariable [QEGVAR(medical,heartRate), DEFAULT_HEART_RATE];
@ -43,3 +44,5 @@ if (!_unconscious) then {
};
[true, _bleedingStrength] call FUNC(effectBleeding);
END_COUNTER(handleEffects);

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@ -15,5 +15,11 @@
<Japanese>痛みの種類</Japanese>
<Korean>고통 효과 종류</Korean>
</Key>
<Key ID="STR_ACE_Medical_ui_painEffectType_whiteFlashing">
<English>White flashing</English>
</Key>
<Key ID="STR_ACE_Medical_ui_painEffectType_pulsingBlur">
<English>Pulsing blur</English>
</Key>
</Package>
</Project>