Merge pull request #3997 from acemod/gogglesEffectsSetting

Add goggle setting for level of effects
This commit is contained in:
jonpas 2016-07-09 18:48:22 +02:00 committed by GitHub
commit 55c7b9bfc4
8 changed files with 160 additions and 137 deletions

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@ -1,11 +1,11 @@
class ACE_Settings {
/*class GVAR(enable) { // @todo
value = 0;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(enable);
};*/
class GVAR(effects) {
displayName = CSTRING(effects_displayName);
typeName = "SCALAR";
value = 2;
values[] = {ECSTRING(common,Disabled), CSTRING(effects_tintOnly), CSTRING(enabled_tintAndEffects)};
};
class GVAR(showInThirdPerson) {
value = 0;
typeName = "BOOL";

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@ -24,11 +24,3 @@ class Extended_Killed_EventHandlers {
};
};
};
class Extended_Explosion_EventHandlers {
class CAManBase {
class ADDON {
clientExplosion = QUOTE(if (local (_this select 0)) then {_this call FUNC(handleExplosion)});
};
};
};

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@ -3,6 +3,7 @@
if (!hasInterface) exitWith {};
["ACE3 Common", QGVAR(wipeGlasses), localize LSTRING(WipeGlasses), {
if (GVAR(effects) != 2) exitWith {false}; //Can only wipe if full effects setting is set
if (!(GETVAR(ace_player,ACE_isUnconscious,false))) exitWith {
call FUNC(clearGlasses);
true
@ -12,126 +13,142 @@ if (!hasInterface) exitWith {};
{false},
[20, [true, true, false]], false] call CBA_fnc_addKeybind;
// make sure to stack effect layers in correct order
GVAR(GogglesEffectsLayer) = QGVAR(GogglesEffectsLayer) call BIS_fnc_RSCLayer;
GVAR(GogglesLayer) = QGVAR(GogglesLayer) call BIS_fnc_RSCLayer;
if (isNil QGVAR(UsePP)) then {
GVAR(UsePP) = true;
};
["ace_settingsInitialized", {
TRACE_2("ace_settingsInitialized eh",GVAR(effects),GVAR(showInThirdPerson));
// init pp effects
GVAR(PostProcess) = ppEffectCreate ["ColorCorrections", 1995];
GVAR(PostProcessEyes) = ppEffectCreate ["ColorCorrections", 1992];
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 0;
GVAR(PostProcessEyes) ppEffectEnable false;
if (GVAR(effects) == 0) exitWith {};
GVAR(EffectsActive) = false;
// ---Add the TINT Effect---
// make sure to stack effect layers in correct order
GVAR(GogglesEffectsLayer) = QGVAR(GogglesEffectsLayer) call BIS_fnc_RSCLayer;
GVAR(GogglesLayer) = QGVAR(GogglesLayer) call BIS_fnc_RSCLayer;
SETGLASSES(ace_player,GLASSESDEFAULT);
GVAR(FrameEvent) = [false, [false, 20]];
GVAR(PostProcessEyes_Enabled) = false;
GVAR(DustHandler) = -1;
GVAR(RainDrops) = objNull;
GVAR(RainActive) = false;
GVAR(RainLastLevel) = 0;
GVAR(surfaceCache) = "";
GVAR(surfaceCacheIsDust) = false;
// init GlassesChanged eventhandler
GVAR(OldGlasses) = "<null>";
["loadout", {
params ["_unit"];
private _currentGlasses = goggles _unit;
if (GVAR(OldGlasses) != _currentGlasses) then {
["ace_glassesChanged", [_unit, _currentGlasses]] call CBA_fnc_localEvent;
GVAR(OldGlasses) = _currentGlasses;
if (isNil QGVAR(UsePP)) then {
GVAR(UsePP) = true;
};
}] call CBA_fnc_addPlayerEventHandler;
// add glasses eventhandlers
["ace_glassesChanged", {
params ["_unit", "_glasses"];
// init GlassesChanged eventhandler
GVAR(OldGlasses) = "<null>";
["loadout", {
params ["_unit"];
SETGLASSES(_unit,GLASSESDEFAULT);
private _currentGlasses = goggles _unit;
if (call FUNC(ExternalCamera)) exitWith {call FUNC(RemoveGlassesEffect)};
if (GVAR(OldGlasses) != _currentGlasses) then {
["ace_glassesChanged", [_unit, _currentGlasses]] call CBA_fnc_localEvent;
GVAR(OldGlasses) = _currentGlasses;
};
}] call CBA_fnc_addPlayerEventHandler;
if ([_unit] call FUNC(isGogglesVisible)) then {
_glasses call FUNC(applyGlassesEffect);
} else {
call FUNC(removeGlassesEffect);
// init pp effects
GVAR(PostProcess) = ppEffectCreate ["ColorCorrections", 1995];
GVAR(EffectsActive) = false;
// check goggles
private _fnc_checkGoggles = {
params ["_unit"];
if (GVAR(EffectsActive)) then {
if (call FUNC(externalCamera) || {!([_unit] call FUNC(isGogglesVisible))}) then {
call FUNC(removeGlassesEffect);
};
} else {
if (!(call FUNC(externalCamera)) && {[_unit] call FUNC(isGogglesVisible)}) then {
[goggles _unit] call FUNC(applyGlassesEffect);
};
};
};
}] call CBA_fnc_addEventHandler;
["ace_glassesCracked", {
params ["_unit"];
["cameraView", _fnc_checkGoggles] call CBA_fnc_addPlayerEventHandler;
["ace_activeCameraChanged", _fnc_checkGoggles] call CBA_fnc_addEventHandler;
_unit setVariable ["ACE_EyesDamaged", true];
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 0;
GVAR(PostProcessEyes) ppEffectEnable true;
// add glasses eventhandlers
["ace_glassesChanged", {
params ["_unit", "_glasses"];
[{
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 5;
SETGLASSES(_unit,GLASSESDEFAULT);
[{
params ["_unit"];
if (call FUNC(ExternalCamera)) exitWith {call FUNC(RemoveGlassesEffect)};
GVAR(PostProcessEyes) ppEffectEnable false;
_unit setVariable ["ACE_EyesDamaged", false];
}, _this, 5] call CBA_fnc_waitAndExecute;
}, _unit, 25] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addEventHandler;
// check goggles
private _fnc_checkGoggles = {
params ["_unit"];
if (GVAR(EffectsActive)) then {
if (call FUNC(externalCamera) || {!([_unit] call FUNC(isGogglesVisible))}) then {
if ([_unit] call FUNC(isGogglesVisible)) then {
_glasses call FUNC(applyGlassesEffect);
} else {
call FUNC(removeGlassesEffect);
};
} else {
if (!(call FUNC(externalCamera)) && {[_unit] call FUNC(isGogglesVisible)}) then {
[goggles _unit] call FUNC(applyGlassesEffect);
};
}] call CBA_fnc_addEventHandler;
// // ---Add the Dust/Dirt/Rain Effects---
if (GVAR(effects) == 2) then {
// Register fire event handler
["ace_firedPlayer", DFUNC(handleFired)] call CBA_fnc_addEventHandler;
//Add Explosion XEH
["CAManBase", "explosion", FUNC(handleExplosion)] call CBA_fnc_addClassEventHandler;
GVAR(PostProcessEyes) = ppEffectCreate ["ColorCorrections", 1992];
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 0;
GVAR(PostProcessEyes) ppEffectEnable false;
GVAR(PostProcessEyes_Enabled) = false;
GVAR(FrameEvent) = [false, [false, 20]];
GVAR(DustHandler) = -1;
GVAR(RainDrops) = objNull;
GVAR(RainActive) = false;
GVAR(RainLastLevel) = 0;
GVAR(surfaceCache) = "";
GVAR(surfaceCacheIsDust) = false;
["ace_glassesCracked", {
params ["_unit"];
_unit setVariable ["ACE_EyesDamaged", true];
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 0;
GVAR(PostProcessEyes) ppEffectEnable true;
[{
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 5;
[{
params ["_unit"];
GVAR(PostProcessEyes) ppEffectEnable false;
_unit setVariable ["ACE_EyesDamaged", false];
}, _this, 5] call CBA_fnc_waitAndExecute;
}, _unit, 25] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addEventHandler;
// goggles effects main PFH
[{
BEGIN_COUNTER(goggles);
// rain
call FUNC(applyRainEffect);
// auto remove effects under water
if (GVAR(EffectsActive) && {underwater ACE_player} && {[goggles ACE_player] call FUNC(isDivingGoggles)}) then {
call FUNC(removeRainEffect);
call FUNC(removeDirtEffect);
call FUNC(removeDustEffect);
};
// rotor wash effect
call FUNC(applyRotorWashEffect);
END_COUNTER(goggles);
}, 0.5, []] call CBA_fnc_addPerFrameHandler;
};
};
["cameraView", _fnc_checkGoggles] call CBA_fnc_addPlayerEventHandler;
["ace_activeCameraChanged", _fnc_checkGoggles] call CBA_fnc_addEventHandler;
// goggles effects main PFH
[{
BEGIN_COUNTER(goggles);
// rain
call FUNC(applyRainEffect);
// auto remove effects under water
if (GVAR(EffectsActive) && {underwater ACE_player} && {[goggles ACE_player] call FUNC(isDivingGoggles)}) then {
call FUNC(removeRainEffect);
call FUNC(removeDirtEffect);
call FUNC(removeDustEffect);
};
// rotor wash effect
call FUNC(applyRotorWashEffect);
END_COUNTER(goggles);
}, 0.5, []] call CBA_fnc_addPerFrameHandler;
// Register fire event handler
["ace_firedPlayer", DFUNC(handleFired)] call CBA_fnc_addEventHandler;
}] call CBA_fnc_addEventHandler;

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@ -46,13 +46,15 @@ if (_imagePath != "") then {
(GLASSDISPLAY displayCtrl 10650) ctrlSetText _imagePath;
};
if (GETDIRT) then {
call FUNC(applyDirtEffect);
};
if (GVAR(effects) == 2) then {
if (GETDIRT) then {
call FUNC(applyDirtEffect);
};
if (GETDUSTT(DACTIVE)) then {
SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT)-1,0,2));
call FUNC(applyDustEffect);
if (GETDUSTT(DACTIVE)) then {
SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT)-1,0,2));
call FUNC(applyDustEffect);
};
};
GVAR(EffectsActive) = true;

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@ -16,7 +16,7 @@
#include "script_component.hpp"
// Handle the ThreeDen Editor Camera
if ((!isNil {is3DEN}) && {is3DEN}) exitWith {true};
if (is3DEN) exitWith {true};
if (GVAR(showInThirdPerson)) then {
cameraView in ["GROUP"] || EFUNC(common,isFeatureCameraActive)

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@ -15,20 +15,21 @@
params ["_unit"];
if (_unit != ACE_player) exitWith {true};
GVAR(PostProcessEyes) ppEffectEnable false;
SETGLASSES(_unit,GLASSESDEFAULT);
if (GVAR(effects) == 0) exitWith {true};
call FUNC(removeGlassesEffect);
GVAR(EffectsActive) = false;
if (GVAR(effects) == 2) then {
GVAR(PostProcessEyes) ppEffectEnable false;
_unit setVariable ["ACE_EyesDamaged", false];
SETGLASSES(_unit,GLASSESDEFAULT);
if (GVAR(DustHandler) != -1) then {
[GVAR(DustHandler)] call CBA_fnc_removePerFrameHandler;
_unit setVariable ["ACE_EyesDamaged", false];
if (GVAR(DustHandler) != -1) then {
[GVAR(DustHandler)] call CBA_fnc_removePerFrameHandler;
};
GVAR(DustHandler) = -1;
};
GVAR(DustHandler) = -1;
true

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@ -22,6 +22,8 @@ if (!isNull (GLASSDISPLAY)) then {
GLASSDISPLAY closeDisplay 0;
};
call FUNC(removeDirtEffect);
call FUNC(removeRainEffect);
call FUNC(removeDustEffect);
if (GVAR(effects) == 2) then {
call FUNC(removeDirtEffect);
call FUNC(removeRainEffect);
call FUNC(removeDustEffect);
};

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@ -25,5 +25,14 @@
<Portuguese>Limpar Óculos</Portuguese>
<Italian>Pulisci gli occhiali</Italian>
</Key>
<Key ID="STR_ACE_Goggles_effects_displayName">
<English>Goggle Effects</English>
</Key>
<Key ID="STR_ACE_Goggles_effects_tintOnly">
<English>Tint</English>
</Key>
<Key ID="STR_ACE_Goggles_enabled_tintAndEffects">
<English>Tint + Effects</English>
</Key>
</Package>
</Project>