remove BI blood overlay

This commit is contained in:
commy2 2015-09-01 00:35:56 +02:00
parent fe03272dc6
commit a61e4b3a4e
5 changed files with 182 additions and 0 deletions

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@ -73,6 +73,7 @@ PREP(setDead);
PREP(setHitPointDamage);
PREP(setStructuralDamage);
PREP(setUnconscious);
PREP(showBloodEffect);
PREP(translateSelections);
PREP(treatment);
PREP(treatment_failure);

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@ -22,5 +22,6 @@ class CfgPatches {
#include "CfgEden.hpp"
#include "ACE_Medical_Treatments.hpp"
#include "ACE_Settings.hpp"
#include "UI\CfgInGameUI.hpp"
#include "UI\RscTitles.hpp"
#include "UI\triagecard.hpp"

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@ -0,0 +1,158 @@
/*
* Author: KoffeinFlummi, Glowbal
* Does the blood screen effect, just like BIS_fnc_bloodeffect, but in non-sheduled environment.
*
* Arguments:
* 0: Effect multiplier <NUMBER>
*
* Return Value:
* None
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_bloodRemaining"];
disableSerialization;
// get already existing controls, or create them
private ["_fxBloodControls", "_bloodCtrl1", "_bloodCtrl2", "_bloodCtrl3"];
_fxBloodControls = GETUVAR(GVAR(FXBloodControls),[]);
if (count _fxBloodControls != 3) then {
_bloodCtrl1 = findDisplay 46 ctrlCreate ["RscPicture", -1];
_bloodCtrl2 = findDisplay 46 ctrlCreate ["RscPicture", -1];
_bloodCtrl3 = findDisplay 46 ctrlCreate ["RscPicture", -1];
// set their textures, screen position etc.
_bloodCtrl1 ctrlSetText "A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_lower_ca.paa";
_bloodCtrl2 ctrlSetText "A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_middle_ca.paa";
_bloodCtrl3 ctrlSetText "A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_upper_ca.paa";
// positions are from config
private "_ctrlPosition";
_ctrlPosition = [
((0 * safezoneW) + safezoneX) + ((safezoneW - (2.125 * safezoneW * 3/4)) / 2),
(-0.0625 * safezoneH) + safezoneY,
2.125 * safezoneW * 3/4,
1.125 * safezoneH
];
_bloodCtrl1 ctrlSetPosition _ctrlPosition;
_bloodCtrl2 ctrlSetPosition _ctrlPosition;
_bloodCtrl3 ctrlSetPosition _ctrlPosition;
_fxBloodControls = [_bloodCtrl1, _bloodCtrl2, _bloodCtrl3];
SETUVAR(GVAR(FXBloodControls),_fxBloodControls);
} else {
_bloodCtrl1 = _fxBloodControls select 0;
_bloodCtrl2 = _fxBloodControls select 1;
_bloodCtrl3 = _fxBloodControls select 2;
};
// reset everything
_bloodCtrl1 ctrlSetFade 1;
_bloodCtrl2 ctrlSetFade 1;
_bloodCtrl3 ctrlSetFade 1;
_bloodCtrl1 ctrlCommit 0;
_bloodCtrl2 ctrlCommit 0;
_bloodCtrl3 ctrlCommit 0;
if (_bloodRemaining < 5) exitWith {
// nothing
};
if (_bloodRemaining < 25) exitWith {
_bloodCtrl1 ctrlSetFade 0.2;
_bloodCtrl1 ctrlCommit 0.2;
[{
(_this select 0) ctrlSetFade 1;
(_this select 0) ctrlCommit 0.8;
}, _fxBloodControls, 0.7] call EFUNC(common,waitAndExecute);
};
if (_bloodRemaining < 40) exitWith {
_bloodCtrl1 ctrlSetFade 0.2;
_bloodCtrl2 ctrlSetFade 0.85;
_bloodCtrl1 ctrlCommit 0.2;
_bloodCtrl2 ctrlCommit 0.2;
[{
(_this select 0) ctrlSetFade 1;
(_this select 1) ctrlSetFade 1;
(_this select 1) ctrlCommit 1;
}, _fxBloodControls, 0.7] call EFUNC(common,waitAndExecute);
[{
(_this select 0) ctrlCommit 0.8;
}, _fxBloodControls, 1.2] call EFUNC(common,waitAndExecute);
};
if (_bloodRemaining < 55) exitWith {
_bloodCtrl1 ctrlSetFade 0.2;
_bloodCtrl2 ctrlSetFade 0.7;
_bloodCtrl1 ctrlCommit 0.2;
_bloodCtrl2 ctrlCommit 0.2;
[{
(_this select 0) ctrlSetFade 1;
(_this select 1) ctrlSetFade 1;
(_this select 2) ctrlSetFade 1;
(_this select 1) ctrlCommit 1;
}, _fxBloodControls, 0.7] call EFUNC(common,waitAndExecute);
[{
(_this select 0) ctrlCommit 0.8;
}, _fxBloodControls, 1.2] call EFUNC(common,waitAndExecute);
};
if (_bloodRemaining < 70) exitWith {
_bloodCtrl1 ctrlSetFade 0.2;
_bloodCtrl2 ctrlSetFade 0.7;
_bloodCtrl3 ctrlSetFade 0.85;
_bloodCtrl1 ctrlCommit 0.2;
_bloodCtrl2 ctrlCommit 0.2;
_bloodCtrl3 ctrlCommit 0.2;
[{
(_this select 0) ctrlSetFade 1;
(_this select 1) ctrlSetFade 1;
(_this select 2) ctrlSetFade 1;
(_this select 2) ctrlCommit 1.5;
}, _fxBloodControls, 0.7] call EFUNC(common,waitAndExecute);
[{
(_this select 1) ctrlCommit 1;
}, _fxBloodControls, 1.7] call EFUNC(common,waitAndExecute);
[{
(_this select 0) ctrlCommit 0.8;
}, _fxBloodControls, 2.2] call EFUNC(common,waitAndExecute);
};
//default
_bloodCtrl1 ctrlSetFade 0.2;
_bloodCtrl2 ctrlSetFade 0.7;
_bloodCtrl3 ctrlSetFade 0.7;
_bloodCtrl1 ctrlCommit 0.2;
_bloodCtrl2 ctrlCommit 0.2;
_bloodCtrl3 ctrlCommit 0.2;
[{
(_this select 0) ctrlSetFade 1;
(_this select 1) ctrlSetFade 1;
(_this select 2) ctrlSetFade 1;
(_this select 2) ctrlCommit 1.5;
}, _fxBloodControls, 0.7] call EFUNC(common,waitAndExecute);
[{
(_this select 1) ctrlCommit 1;
}, _fxBloodControls, 1.7] call EFUNC(common,waitAndExecute);
[{
(_this select 0) ctrlCommit 0.8;
}, _fxBloodControls, 2.2] call EFUNC(common,waitAndExecute);

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@ -0,0 +1,6 @@
class CfgInGameUI {
class PeripheralVision {
bloodTexture = ""; //"A3\ui_f\data\igui\cfg\PeripheralVision\bloodTexture_ca.paa";
};
};

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@ -110,4 +110,20 @@ class Rsctitles {
};
};
};
// disables blood texture overlay
class RscHealthTextures {
class controls {
class Flame_1;
class Blood_1: Flame_1 {
text = ""; //"A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_lower_ca.paa";
};
class Blood_2: Flame_1 {
text = ""; //"A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_middle_ca.paa";
};
class Blood_3: Flame_1 {
text = ""; //"A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_upper_ca.paa";
};
};
};
};