Merge pull request #2648 from acemod/340goggles

Code cleanup / refactoring Goggles
This commit is contained in:
commy2 2015-10-01 16:54:57 +02:00
commit ea01db4030
28 changed files with 815 additions and 663 deletions

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@ -1,4 +1,11 @@
class ACE_Settings {
/*class GVAR(enable) { // @todo
value = 0;
typeName = "BOOL";
isClientSettable = 1;
displayName = CSTRING(enable);
};*/
class GVAR(showInThirdPerson) {
value = 0;
typeName = "BOOL";

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@ -1,10 +1,36 @@
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};
class Extended_Killed_EventHandlers {
class CAManBase {
class ADDON {
killed = QUOTE(_this call FUNC(handleKilled));
};
};
};
class Extended_Fired_EventHandlers {
class CAManBase {
class ADDON {
fired = QUOTE(if (local (_this select 0)) then {_this call FUNC(handleFired)});
};
};
};
class Extended_Explosion_EventHandlers {
class CAManBase {
class ADDON {
explosion = QUOTE(if (local (_this select 0)) then {_this call FUNC(handleExplosion)});
};
};
};

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@ -1,24 +1,8 @@
/*
* Author: Garth 'L-H' de Wet
* Sets up the glasses mod for usage. Initialises variables and event handlers.
* Shouldn't be called by a user/modder ever. Done by the engine.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
#include "script_component.hpp"
if (!hasInterface) exitWith {};
["ACE3 Common", QGVAR(wipeGlasses), localize LSTRING(WipeGlasses),
{
["ACE3 Common", QGVAR(wipeGlasses), localize LSTRING(WipeGlasses), {
if (!(GETVAR(ace_player,ACE_isUnconscious,false))) exitWith {
call FUNC(clearGlasses);
true
@ -26,22 +10,29 @@ if (!hasInterface) exitWith {};
false
},
{false},
[20, [true, true, false]], false] call cba_fnc_addKeybind;
[20, [true, true, false]], false] call CBA_fnc_addKeybind;
if isNil(QGVAR(UsePP)) then {
// 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;
};
GVAR(PostProcess) = ppEffectCreate ["ColorCorrections", 1995];
// 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) 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(EffectsActive) = false;
SETGLASSES(ace_player,GLASSESDEFAULT);
GVAR(Current) = "None";
GVAR(EyesDamageScript) = -1;
GVAR(FrameEvent) = [false, [false,20]];
GVAR(FrameEvent) = [false, [false, 20]];
GVAR(PostProcessEyes_Enabled) = false;
GVAR(DustHandler) = -1;
GVAR(RainDrops) = objNull;
@ -50,82 +41,89 @@ GVAR(RainLastLevel) = 0;
GVAR(surfaceCache) = "";
GVAR(surfaceCacheIsDust) = false;
FUNC(CheckGlasses) = {
if (GVAR(Current) != (goggles ace_player)) then {
GVAR(Current) = (goggles ace_player);
["GlassesChanged",[GVAR(Current)]] call EFUNC(common,localEvent);
};
};
// init GlassesChanged eventhandler
GVAR(OldGlasses) = "#NULLSTRING";
player addEventHandler ["Explosion", {
private "_effects";
if (alive ace_player) then {
call FUNC(ApplyDirtEffect);
if (GETBROKEN) exitWith {};
if (((_this select 1) call FUNC(GetExplosionIndex)) < getNumber(ConfigFile >> "CfgGlasses" >> GVAR(Current) >> "ACE_Resistance")) exitWith {};
if !([ace_player] call FUNC(isGogglesVisible)) exitWith {["GlassesCracked",[ace_player]] call EFUNC(common,localEvent);};
_effects = GETGLASSES(ace_player);
_effects set [BROKEN, true];
SETGLASSES(ace_player,_effects);
if (getText(ConfigFile >> "CfgGlasses" >> GVAR(Current) >> "ACE_OverlayCracked") != "" && {cameraOn == ace_player}) then {
if (call FUNC(ExternalCamera)) exitWith {};
if (isNull(GLASSDISPLAY)) then {
150 cutRsc["RscACE_Goggles", "PLAIN",1, false];
};
(GLASSDISPLAY displayCtrl 10650) ctrlSetText getText(ConfigFile >> "CfgGlasses" >> GVAR(Current) >> "ACE_OverlayCracked");
};
["GlassesCracked",[ace_player]] call EFUNC(common,localEvent);
};
}];
player addEventHandler ["Killed",{
GVAR(PostProcessEyes) ppEffectEnable false;
SETGLASSES(ace_player,GLASSESDEFAULT);
call FUNC(removeGlassesEffect);
GVAR(EffectsActive)=false;
ace_player setVariable ["ACE_EyesDamaged", false];
if (GVAR(EyesDamageScript) != -1) then {
[GVAR(EyesDamageScript)] call CALLSTACK(cba_fnc_removePreFrameHandler);
};
if (GVAR(DustHandler) != -1) then {
[GVAR(DustHandler)] call CALLSTACK(cba_fnc_removePerFrameHandler);
GVAR(DustHandler) = -1;
};
}];
player addEventHandler ["Fired",{[_this select 0, _this select 1] call FUNC(dustHandler);}];
player AddEventHandler ["Take",{call FUNC(checkGlasses);}];
player AddEventHandler ["Put", {call FUNC(checkGlasses);}];
["playerInventoryChanged", {
(_this select 1) params ["", "_currentGlasses"];
["GlassesChanged",{
SETGLASSES(ace_player,GLASSESDEFAULT);
if (GVAR(OldGlasses) != _currentGlasses) then {
["GlassesChanged", [ACE_player, _currentGlasses]] call EFUNC(common,localEvent);
GVAR(OldGlasses) = _currentGlasses;
};
}] call EFUNC(common,addEventHandler);
// add glasses eventhandlers
["GlassesChanged", {
params ["_unit", "_glasses"];
SETGLASSES(_unit,GLASSESDEFAULT);
if (call FUNC(ExternalCamera)) exitWith {call FUNC(RemoveGlassesEffect)};
if ([ace_player] call FUNC(isGogglesVisible)) then {
[_this select 0] call FUNC(applyGlassesEffect);
if ([_unit] call FUNC(isGogglesVisible)) then {
_glasses call FUNC(applyGlassesEffect);
} else {
call FUNC(removeGlassesEffect);
};
}] call EFUNC(common,addEventHandler);
["GlassesCracked",{
if (_this select 0 != ace_player) exitWith {};
ace_player setVariable ["ACE_EyesDamaged", true];
if (GVAR(EyesDamageScript) != -1) then {
[GVAR(EyesDamageScript)] call CALLSTACK(cba_fnc_removePreFrameHandler);
};
GVAR(PostProcessEyes) ppEffectAdjust[1, 1, 0, [0,0,0,0], [0.5,0.5,0.5,0.5],[1,1,1,0]];
["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(EyesDamageScript) = [{
GVAR(PostProcessEyes) ppEffectAdjust[1, 1, 0, [0,0,0,0], [1,1,1,1],[1,1,1,0]];
[{
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 5;
GVAR(EyesDamageScript) = [{
params ["_unit"];
GVAR(PostProcessEyes) ppEffectEnable false;
ace_player setVariable ["ACE_EyesDamaged", false];
GVAR(EyesDamageScript) = -1;
}, [], 5, 1] call EFUNC(common,waitAndExecute);
}, [], 25, 5] call EFUNC(common,waitAndExecute);
_unit setVariable ["ACE_EyesDamaged", false];
}, _this, 5] call EFUNC(common,waitAndExecute);
}, _unit, 25] call EFUNC(common,waitAndExecute);
}] call EFUNC(common,addEventHandler);
call FUNC(checkGlasses);
[FUNC(CheckGoggles), 1, []] call CBA_fnc_addPerFrameHandler;
[FUNC(rainEffect), 0.5, []] call CBA_fnc_addPerFrameHandler;
[FUNC(onEachFrame), 0, []] call CBA_fnc_addPerFrameHandler;
// check goggles
local _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);
};
};
};
["cameraViewChanged", _fnc_checkGoggles] call EFUNC(common,addEventHandler);
["activeCameraChanged", _fnc_checkGoggles] call EFUNC(common,addEventHandler);
// goggles effects main PFH
[{
// rain
call FUNC(applyRainEffect);
// auto remove effects under water
if (GVAR(EffectsActive) && {[goggles ACE_player] call FUNC(isDivingGoggles) && {underwater ACE_player}}) then {
call FUNC(removeRainEffect);
call FUNC(removeDirtEffect);
call FUNC(removeDustEffect);
};
// rotor wash effect
call FUNC(applyRotorWashEffect)
}, 0.5, _fnc_checkGoggles] call CBA_fnc_addPerFrameHandler;

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@ -1,42 +1,31 @@
/*
* Author: Garth 'L-H' de Wet
* Initialises Goggles.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
#include "script_component.hpp"
ADDON = false;
// effects
PREP(applyDirtEffect);
PREP(applyDust);
PREP(applyDustEffect);
PREP(applyGlassesEffect);
PREP(checkGoggles);
PREP(clearGlasses);
PREP(dustHandler);
PREP(externalCamera);
PREP(getExplosionIndex);
PREP(isDivingGoggles);
PREP(isGogglesVisible);
PREP(isInRotorWash);
PREP(onEachFrame);
PREP(rainEffect);
PREP(applyRainEffect);
PREP(applyRotorWashEffect);
PREP(removeDirtEffect);
PREP(removeDustEffect);
PREP(removeGlassesEffect);
PREP(removeRainEffect);
// public
PREP(externalCamera);
PREP(isDivingGoggles);
PREP(isGogglesVisible);
PREP(isInRotorWash);
// general
PREP(clearGlasses);
PREP(getExplosionIndex);
// eventhandlers
PREP(handleExplosion);
PREP(handleFired);
PREP(handleKilled);
ADDON = true;

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@ -1,128 +1,133 @@
class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class OFP2_ManSkeleton
{
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
"Pelvis","",
"Spine","Pelvis",
"Spine1","Spine",
"Spine2","Spine1",
"Spine3","Spine2",
"Camera","Pelvis",
"weapon","Spine1",
"launcher","Spine1",
//Head skeleton in hierarchy
"neck","Spine3",
"neck1","neck",
"head","neck1",
//New facial features
"Face_Hub","head",
"Face_Jawbone","Face_Hub",
"Face_Jowl","Face_Jawbone",
"Face_chopRight","Face_Jawbone",
"Face_chopLeft","Face_Jawbone",
"Face_LipLowerMiddle","Face_Jawbone",
"Face_LipLowerLeft","Face_Jawbone",
"Face_LipLowerRight","Face_Jawbone",
"Face_Chin","Face_Jawbone",
"Face_Tongue","Face_Jawbone",
"Face_CornerRight","Face_Hub",
"Face_CheekSideRight","Face_CornerRight",
"Face_CornerLeft","Face_Hub",
"Face_CheekSideLeft","Face_CornerLeft",
"Face_CheekFrontRight","Face_Hub",
"Face_CheekFrontLeft","Face_Hub",
"Face_CheekUpperRight","Face_Hub",
"Face_CheekUpperLeft","Face_Hub",
"Face_LipUpperMiddle","Face_Hub",
"Face_LipUpperRight","Face_Hub",
"Face_LipUpperLeft","Face_Hub",
"Face_NostrilRight","Face_Hub",
"Face_NostrilLeft","Face_Hub",
"Face_Forehead","Face_Hub",
"Face_BrowFrontRight","Face_Forehead",
"Face_BrowFrontLeft","Face_Forehead",
"Face_BrowMiddle","Face_Forehead",
"Face_BrowSideRight","Face_Forehead",
"Face_BrowSideLeft","Face_Forehead",
"Face_Eyelids","Face_Hub",
"Face_EyelidUpperRight","Face_Hub",
"Face_EyelidUpperLeft","Face_Hub",
"Face_EyelidLowerRight","Face_Hub",
"Face_EyelidLowerLeft","Face_Hub",
"EyeLeft","Face_Hub",
"EyeRight","Face_Hub",
//Left upper side
"LeftShoulder","Spine3",
"LeftArm","LeftShoulder",
"LeftArmRoll","LeftArm",
"LeftForeArm","LeftArmRoll",
"LeftForeArmRoll","LeftForeArm",
"LeftHand","LeftForeArmRoll",
"LeftHandRing","LeftHand",
"LeftHandRing1","LeftHandRing",
"LeftHandRing2","LeftHandRing1",
"LeftHandRing3","LeftHandRing2",
"LeftHandPinky1","LeftHandRing",
"LeftHandPinky2","LeftHandPinky1",
"LeftHandPinky3","LeftHandPinky2",
"LeftHandMiddle1","LeftHand",
"LeftHandMiddle2","LeftHandMiddle1",
"LeftHandMiddle3","LeftHandMiddle2",
"LeftHandIndex1","LeftHand",
"LeftHandIndex2","LeftHandIndex1",
"LeftHandIndex3","LeftHandIndex2",
"LeftHandThumb1","LeftHand",
"LeftHandThumb2","LeftHandThumb1",
"LeftHandThumb3","LeftHandThumb2",
//Right upper side
"RightShoulder","Spine3",
"RightArm","RightShoulder",
"RightArmRoll","RightArm",
"RightForeArm","RightArmRoll",
"RightForeArmRoll","RightForeArm",
"RightHand","RightForeArmRoll",
"RightHandRing","RightHand",
"RightHandRing1","RightHandRing",
"RightHandRing2","RightHandRing1",
"RightHandRing3","RightHandRing2",
"RightHandPinky1","RightHandRing",
"RightHandPinky2","RightHandPinky1",
"RightHandPinky3","RightHandPinky2",
"RightHandMiddle1","RightHand",
"RightHandMiddle2","RightHandMiddle1",
"RightHandMiddle3","RightHandMiddle2",
"RightHandIndex1","RightHand",
"RightHandIndex2","RightHandIndex1",
"RightHandIndex3","RightHandIndex2",
"RightHandThumb1","RightHand",
"RightHandThumb2","RightHandThumb1",
"RightHandThumb3","RightHandThumb2",
//Left lower side
"LeftUpLeg","Pelvis",
"LeftUpLegRoll","LeftUpLeg",
"LeftLeg","LeftUpLegRoll",
"LeftLegRoll","LeftLeg",
"LeftFoot","LeftLegRoll",
"LeftToeBase","LeftFoot",
//Right lower side
"RightUpLeg","Pelvis",
"RightUpLegRoll","RightUpLeg",
"RightLeg","RightUpLegRoll",
"RightLegRoll","RightLeg",
"RightFoot","RightLegRoll",
"RightToeBase","RightFoot"
};
// location of pivot points (local axes) for hierarchical animation
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
};
};
class CfgSkeletons {
class Default {
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class OFP2_ManSkeleton {
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] = {
"Pelvis","",
"Spine","Pelvis",
"Spine1","Spine",
"Spine2","Spine1",
"Spine3","Spine2",
"Camera","Pelvis",
"weapon","Spine1",
"launcher","Spine1",
//Head skeleton in hierarchy
"neck","Spine3",
"neck1","neck",
"head","neck1",
//New facial features
"Face_Hub","head",
"Face_Jawbone","Face_Hub",
"Face_Jowl","Face_Jawbone",
"Face_chopRight","Face_Jawbone",
"Face_chopLeft","Face_Jawbone",
"Face_LipLowerMiddle","Face_Jawbone",
"Face_LipLowerLeft","Face_Jawbone",
"Face_LipLowerRight","Face_Jawbone",
"Face_Chin","Face_Jawbone",
"Face_Tongue","Face_Jawbone",
"Face_CornerRight","Face_Hub",
"Face_CheekSideRight","Face_CornerRight",
"Face_CornerLeft","Face_Hub",
"Face_CheekSideLeft","Face_CornerLeft",
"Face_CheekFrontRight","Face_Hub",
"Face_CheekFrontLeft","Face_Hub",
"Face_CheekUpperRight","Face_Hub",
"Face_CheekUpperLeft","Face_Hub",
"Face_LipUpperMiddle","Face_Hub",
"Face_LipUpperRight","Face_Hub",
"Face_LipUpperLeft","Face_Hub",
"Face_NostrilRight","Face_Hub",
"Face_NostrilLeft","Face_Hub",
"Face_Forehead","Face_Hub",
"Face_BrowFrontRight","Face_Forehead",
"Face_BrowFrontLeft","Face_Forehead",
"Face_BrowMiddle","Face_Forehead",
"Face_BrowSideRight","Face_Forehead",
"Face_BrowSideLeft","Face_Forehead",
"Face_Eyelids","Face_Hub",
"Face_EyelidUpperRight","Face_Hub",
"Face_EyelidUpperLeft","Face_Hub",
"Face_EyelidLowerRight","Face_Hub",
"Face_EyelidLowerLeft","Face_Hub",
"EyeLeft","Face_Hub",
"EyeRight","Face_Hub",
//Left upper side
"LeftShoulder","Spine3",
"LeftArm","LeftShoulder",
"LeftArmRoll","LeftArm",
"LeftForeArm","LeftArmRoll",
"LeftForeArmRoll","LeftForeArm",
"LeftHand","LeftForeArmRoll",
"LeftHandRing","LeftHand",
"LeftHandRing1","LeftHandRing",
"LeftHandRing2","LeftHandRing1",
"LeftHandRing3","LeftHandRing2",
"LeftHandPinky1","LeftHandRing",
"LeftHandPinky2","LeftHandPinky1",
"LeftHandPinky3","LeftHandPinky2",
"LeftHandMiddle1","LeftHand",
"LeftHandMiddle2","LeftHandMiddle1",
"LeftHandMiddle3","LeftHandMiddle2",
"LeftHandIndex1","LeftHand",
"LeftHandIndex2","LeftHandIndex1",
"LeftHandIndex3","LeftHandIndex2",
"LeftHandThumb1","LeftHand",
"LeftHandThumb2","LeftHandThumb1",
"LeftHandThumb3","LeftHandThumb2",
//Right upper side
"RightShoulder","Spine3",
"RightArm","RightShoulder",
"RightArmRoll","RightArm",
"RightForeArm","RightArmRoll",
"RightForeArmRoll","RightForeArm",
"RightHand","RightForeArmRoll",
"RightHandRing","RightHand",
"RightHandRing1","RightHandRing",
"RightHandRing2","RightHandRing1",
"RightHandRing3","RightHandRing2",
"RightHandPinky1","RightHandRing",
"RightHandPinky2","RightHandPinky1",
"RightHandPinky3","RightHandPinky2",
"RightHandMiddle1","RightHand",
"RightHandMiddle2","RightHandMiddle1",
"RightHandMiddle3","RightHandMiddle2",
"RightHandIndex1","RightHand",
"RightHandIndex2","RightHandIndex1",
"RightHandIndex3","RightHandIndex2",
"RightHandThumb1","RightHand",
"RightHandThumb2","RightHandThumb1",
"RightHandThumb3","RightHandThumb2",
//Left lower side
"LeftUpLeg","Pelvis",
"LeftUpLegRoll","LeftUpLeg",
"LeftLeg","LeftUpLegRoll",
"LeftLegRoll","LeftLeg",
"LeftFoot","LeftLegRoll",
"LeftToeBase","LeftFoot",
//Right lower side
"RightUpLeg","Pelvis",
"RightUpLegRoll","RightUpLeg",
"RightLeg","RightUpLegRoll",
"RightLegRoll","RightLeg",
"RightFoot","RightLegRoll",
"RightToeBase","RightFoot"
};
// location of pivot points (local axes) for hierarchical animation
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
};
};

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@ -9,23 +9,29 @@
* Succeeded <BOOL>
*
* Example:
* _applied = call ace_goggles_fnc_ApplyDirtEffect;
* _applied = call ace_goggles_fnc_applyDirtEffect
*
* Public: Yes
*/
#include "script_component.hpp"
if (cameraOn != ace_player || {call FUNC(externalCamera)}) exitWith{false};
private ["_dirtImage", "_applied", "_effects"];
_effects = GETGLASSES(ace_player);
if (GVAR(showInThirdPerson)) exitWith {false};
if (call FUNC(externalCamera)) exitWith {false};
private ["_unit", "_effects"];
_unit = ACE_player;
_effects = GETGLASSES(_unit);
_effects set [DIRT, true];
SETGLASSES(ace_player,_effects);
if ([ace_player] call FUNC(isGogglesVisible)) then{
_dirtImage = getText(ConfigFile >> "CfgGlasses" >> (goggles ace_player) >> "ACE_OverlayDirt");
SETGLASSES(_unit,_effects);
if ([_unit] call FUNC(isGogglesVisible)) then {
local _dirtImage = getText (configFile >> "CfgGlasses" >> goggles _unit >> "ACE_OverlayDirt");
if (_dirtImage != "") then {
100 cutRsc["RscACE_GogglesEffects", "PLAIN",0.1, false];
GVAR(GogglesEffectsLayer) cutRsc ["RscACE_GogglesEffects", "PLAIN", 0.1, false];
(GETUVAR(GVAR(DisplayEffects),displayNull) displayCtrl 10660) ctrlSetText _dirtImage;
};
};

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@ -1,60 +0,0 @@
/*
* Author: Garth 'L-H' de Wet
* Applies dust to screen.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ace_goggles_fnc_ApplyDust;
*
* Public: Yes
*/
#include "script_component.hpp"
if (call FUNC(ExternalCamera)) exitWith {};
if ([ace_player] call FUNC(isGogglesVisible)) exitWith {
100 cutRsc["RscACE_GogglesEffects", "PLAIN",2,false];
(uiNamespace getVariable ["ACE_Goggles_DisplayEffects", displayNull] displayCtrl 10662) ctrlSetText format[getText(ConfigFile >> "CfgGlasses" >> GVAR(Current) >> "ACE_DustPath"), GETDUSTT(DAMOUNT)+1];
SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT)+1,0,1));
SETDUST(DBULLETS,0);
};
if (GETVAR(ace_player,ACE_EyesDamaged,false)) exitWith {SETDUST(DACTIVE,false);SETDUST(DBULLETS,0);SETDUST(DAMOUNT,0);};
SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT)+1,0,2));
private "_amount";
_amount = 1 - (GETDUSTT(DAMOUNT) * 0.125);
GVAR(PostProcessEyes) ppEffectAdjust[1, 1, 0, [0,0,0,0], [_amount,_amount,_amount,_amount],[1,1,1,0]];
GVAR(PostProcessEyes) ppEffectCommit 1;
GVAR(PostProcessEyes) ppEffectEnable true;
SETDUST(DBULLETS,0);
if (GVAR(DustHandler) != -1) then { // should be fixed in dev CBA
[GVAR(DustHandler)] call CALLSTACK(cba_fnc_removePerFrameHandler);
GVAR(DustHandler) = -1;
};
GVAR(DustHandler) = [{
if (ACE_diagTime >= GETDUSTT(DTIME) + 3) then {
SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT)-1,0,2));
private "_amount";
_amount = 1 - (GETDUSTT(DAMOUNT) * 0.125);
if !(ace_player getVariable ["ACE_EyesDamaged", false]) then {
GVAR(PostProcessEyes) ppEffectAdjust[1, 1, 0, [0,0,0,0], [_amount,_amount,_amount,_amount],[1,1,1,0]];
GVAR(PostProcessEyes) ppEffectCommit 0.5;
};
if (GETDUSTT(DAMOUNT) <= 0) then {
GVAR(PostProcessEyes) ppEffectAdjust[1, 1, 0, [0,0,0,0], [1,1,1,1],[1,1,1,0]];
GVAR(PostProcessEyes) ppEffectCommit 2;
[{GVAR(PostProcessEyes) ppEffectEnable false;}, [], 2, 0.5] call EFUNC(common,waitAndExecute);
SETDUST(DACTIVE,false);
SETDUST(DBULLETS,0);
[GVAR(DustHandler)] call CALLSTACK(cba_fnc_removePerFrameHandler);
GVAR(DustHandler) = -1;
};
};
},0,[]] call CALLSTACK(CBA_fnc_addPerFrameHandler);

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@ -0,0 +1,81 @@
/*
* Author: Garth 'L-H' de Wet
* Applies dust to screen.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ace_goggles_fnc_applyDustEffect
*
* Public: Yes
*/
#include "script_component.hpp"
if (GVAR(showInThirdPerson)) exitWith {};
if (call FUNC(ExternalCamera)) exitWith {};
private ["_unit", "_amount"];
_unit = ACE_player;
if ([_unit] call FUNC(isGogglesVisible)) exitWith {
GVAR(GogglesEffectsLayer) cutRsc ["RscACE_GogglesEffects", "PLAIN", 2, false];
((GETUVAR(GVAR(DisplayEffects),displayNull)) displayCtrl 10662) ctrlSetText format [getText (configFile >> "CfgGlasses" >> goggles _unit >> "ACE_DustPath"), GETDUSTT(DAMOUNT) + 1];
SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT) + 1,0,1));
SETDUST(DBULLETS,0);
};
if (GETVAR(_unit,ACE_EyesDamaged,false)) exitWith {
SETDUST(DACTIVE,false);
SETDUST(DBULLETS,0);
SETDUST(DAMOUNT,0);
};
SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT) + 1,0,2));
_amount = 1 - (GETDUSTT(DAMOUNT) * 0.125);
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [_amount, _amount, _amount, _amount], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 1;
GVAR(PostProcessEyes) ppEffectEnable true;
SETDUST(DBULLETS,0);
[GVAR(DustHandler)] call CBA_fnc_removePerFrameHandler;
GVAR(DustHandler) = -1;
GVAR(DustHandler) = [{
if (ACE_diagTime >= GETDUSTT(DTIME) + 3) then {
SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT)-1,0,2));
local _amount = 1 - (GETDUSTT(DAMOUNT) * 0.125);
if !(_unit getVariable ["ACE_EyesDamaged", false]) then {
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [_amount, _amount, _amount, _amount], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 0.5;
};
if (GETDUSTT(DAMOUNT) <= 0) then {
SETDUST(DACTIVE,false);
SETDUST(DBULLETS,0);
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 2;
[{
if (GVAR(DustHandler) == -1) then {
GVAR(PostProcessEyes) ppEffectEnable false
};
}, [], 2] call EFUNC(common,waitAndExecute);
[GVAR(DustHandler)] call CBA_fnc_removePerFrameHandler;
GVAR(DustHandler) = -1;
};
};
}, 0, []] call CBA_fnc_addPerFrameHandler;

View File

@ -11,20 +11,23 @@
* None
*
* Example:
* [goggles ace_player] call ace_goggles_fnc_ApplyGlassesEffect;
* [goggles ace_player] call ace_goggles_fnc_applyGlassesEffect
*
* Public: No
*/
#include "script_component.hpp"
private["_postProcessColour", "_postProcessTintAmount", "_glassesClassname", "_glassImagePath"];
_glassesClassname = _this select 0;
_postProcessColour = getArray(configFile >> "CfgGlasses" >> _glassesClassname >> "ACE_Color");
_postProcessTintAmount = getNumber(configFile >> "CfgGlasses" >> _glassesClassname >> "ACE_TintAmount");
params ["_glasses"];
// remove old effect
call FUNC(removeGlassesEffect);
GVAR(EffectsActive) = true;
private ["_config", "_postProcessColour", "_postProcessTintAmount", "_imagePath"];
_config = configFile >> "CfgGlasses" >> _glasses;
_postProcessColour = getArray (_config >> "ACE_Color");
_postProcessTintAmount = getNumber (_config >> "ACE_TintAmount");
if (_postProcessTintAmount != 0 && {GVAR(UsePP)}) then {
_postProcessColour set [3, _postProcessTintAmount/100];
@ -36,20 +39,20 @@ if (_postProcessTintAmount != 0 && {GVAR(UsePP)}) then {
GVAR(PostProcess) ppEffectCommit 30;
};
_glassImagePath = getText(configFile >> "CfgGlasses" >> _glassesClassname >> "ACE_Overlay");
if GETBROKEN then {
_glassImagePath = getText(configFile >> "CfgGlasses" >> _glassesClassname >> "ACE_OverlayCracked");
};
if (_glassImagePath != "") then {
150 cutRsc["RscACE_Goggles", "PLAIN",1, false];
(GLASSDISPLAY displayCtrl 10650) ctrlSetText _glassImagePath;
_imagePath = getText (_config >> ["ACE_Overlay", "ACE_OverlayCracked"] select GETBROKEN);
if (_imagePath != "") then {
GVAR(GogglesLayer) cutRsc ["RscACE_Goggles", "PLAIN", 1, false];
(GLASSDISPLAY displayCtrl 10650) ctrlSetText _imagePath;
};
if GETDIRT then {
if (GETDIRT) then {
call FUNC(applyDirtEffect);
};
if GETDUSTT(DACTIVE) then {
if (GETDUSTT(DACTIVE)) then {
SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT)-1,0,2));
call FUNC(applyDust);
call FUNC(applyDustEffect);
};
GVAR(EffectsActive) = true;

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@ -0,0 +1,68 @@
/*
* Author: Garth 'L-H' de Wet
* Handles rain effects being created on glasses.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ace_goggles_fnc_applyRainEffect;
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_fnc_underCover"];
_unit = ACE_player;
if (!alive _unit) exitWith {};
_fnc_underCover = {
params ["_unit"];
if (vehicle _unit != _unit && {!isTurnedOut _unit}) exitWith {true};
// looking up and no roof over head
local _position = eyePos _unit;
positionCameraToWorld [0, 0, 1] select 2 < (positionCameraToWorld [0, 0, 0] select 2) - 0.4 || {(lineIntersects [_position, _position vectorAdd [0, 0, 15], _unit])} // return
};
if (!isNull findDisplay 312) exitWith {
if (GVAR(RainActive)) then {
call FUNC(removeRainEffect);
};
};
// Ignore if unit is under water
if !(GVAR(EffectsActive) || {underwater _unit}) exitWith {
call FUNC(RemoveRainEffect);
};
if (GVAR(RainLastLevel) != rain) then {
call FUNC(RemoveRainEffect);
GVAR(RainLastLevel) = rain;
// Rain is happening
if (GVAR(RainLastLevel) > 0.05 && {!([_unit] call _fnc_underCover)}) then {
GVAR(RainActive) = true;
GVAR(RainDrops) = "#particlesource" createVehicleLocal position _unit;
GVAR(RainDrops) setParticleClass "ACERainEffect";
GVAR(RainDrops) setDropInterval (0.07 * (1.1 - GVAR(RainLastLevel)));
GVAR(RainDrops) attachTo [vehicle _unit, [0,0,0]];
};
} else {
if (GVAR(RainLastLevel) > 0.05) then {
if (GVAR(RainActive) && {[_unit] call _fnc_underCover}) exitWith {
call FUNC(RemoveRainEffect);
};
if !(GVAR(RainActive)) then {
GVAR(RainLastLevel) = -1;
};
};
};

View File

@ -0,0 +1,108 @@
/*
* Author: Garth 'L-H' de Wet, commy2
* Handles the rotor wash effects.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ace_goggles_fnc_applyRotorWashEffect;
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_fnc_underCover"];
_unit = ACE_player;
if (!alive _unit) exitWith {};
// idk. chaching magic? ends with isInRotorWash check.
GVAR(FrameEvent) set [0, !(GVAR(FrameEvent) select 0)];
if (GVAR(FrameEvent) select 0) exitWith {
if (vehicle _unit != _unit && {!isTurnedOut _unit}) exitWith {
(GVAR(FrameEvent) select 1) set [0, false];
};
GVAR(FrameEvent) set [1, ([_unit] call FUNC(isInRotorWash))];
};
// check if the unit is affected by rotor wash
private ["_rotorWash", "_safe"];
_rotorWash = GVAR(FrameEvent) select 1;
_safe = false;
// no rotor wash? remove effects.
if !(_rotorWash select 0) exitWith {
if (GVAR(PostProcessEyes_Enabled)) then {
GVAR(PostProcessEyes_Enabled) = false;
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 2;
[{
if (GVAR(DustHandler) == -1) then {
GVAR(PostProcessEyes) ppEffectEnable false;
}
}, [], 2] call EFUNC(common,waitAndExecute);
[GVAR(DustHandler)] call CBA_fnc_removePerFrameHandler;
GVAR(DustHandler) = -1;
};
};
// check protection of helmet
if (headgear _unit != "") then {
_safe = getNumber (configFile >> "CfgWeapons" >> headgear _unit >> "ACE_Protection") == 1;
};
// check protection of goggles
if !(_safe) then {
if !([_unit] call FUNC(isGogglesVisible)) exitWith {};
if (GETDUSTT(DAMOUNT) < 2) then {
if !(GETDUSTT(DACTIVE)) then {
SETDUST(DACTIVE,true);
call FUNC(applyDustEffect);
} else {
if (_rotorWash select 1 > 0.5) then {
call FUNC(applyDustEffect);
};
};
};
_safe = getNumber (ConfigFile >> "CfgGlasses" >> goggles _unit >> "ACE_Protection") == 1;
};
// quit if protected by goggles or helmet
if (_safe) exitWith {};
// apply rotor wash effect
if (_rotorWash select 1 > 0) then {
local _scale = 0.7;
if (_rotorWash select 1 > 0) then {
_scale = CLAMP(0.3 * (_rotorWash select 1),0.1,0.3);
} else {
_scale = 0.1;
};
_scale = 1 - _scale;
[GVAR(DustHandler)] call CBA_fnc_removePerFrameHandler;
GVAR(DustHandler) = -1;
if !(_unit getVariable ["ACE_EyesDamaged", false]) then {
GVAR(PostProcessEyes_Enabled) = true;
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [_scale, _scale, _scale, _scale], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 0.5;
GVAR(PostProcessEyes) ppEffectEnable true;
};
};

View File

@ -1,46 +0,0 @@
/*
* Author: Garth 'L-H' de Wet
* Performs rain checks and checks to see whether glasses effects have been applied or not.
* Checks for external camera and removes effects.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
#include "script_component.hpp"
if (!alive ace_player) exitWith {};
if (true) then {
// Detect if curator interface is open and disable effects
if !(isNull curatorCamera) exitWith {
if (GVAR(EffectsActive)) then {
call FUNC(removeGlassesEffect);
};
};
call FUNC(checkGlasses);
if !([ace_player] call FUNC(isGogglesVisible)) exitWith {
if (GVAR(EffectsActive)) then {
call FUNC(removeGlassesEffect);
};
};
if (call FUNC(externalCamera)) exitWith {
if (GVAR(EffectsActive)) then {
call FUNC(removeGlassesEffect);
};
};
if !(GVAR(EffectsActive)) then {
[goggles ace_player] call FUNC(applyGlassesEffect);
} else {
if ([goggles ace_player] call FUNC(isDivingGoggles) && {underwater ace_player}) then {
call FUNC(removeRainEffect);
call FUNC(removeDirtEffect);
call FUNC(removeDustEffect);
};
};
};

View File

@ -10,27 +10,31 @@
* None
*
* Example:
* call ace_goggles_fnc_ClearGlasses;
* call ace_goggles_fnc_clearGlasses
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_broken", "_effects"];
private ["_unit", "_broken", "_effects"];
_unit = ACE_player;
_broken = GETBROKEN;
_effects = GLASSESDEFAULT;
_effects set [BROKEN, _broken];
SETGLASSES(ace_player,_effects);
if ((stance ace_player) != "PRONE") then {
ace_player playActionNow "gestureWipeFace";
SETGLASSES(_unit,_effects);
if (stance _unit != "PRONE") then {
_unit playActionNow "gestureWipeFace";
};
[{
if (cameraView == "INTERNAL") then {
addCamShake [5, 1.75, 2];
};
}, [], 0.3, 0] call EFUNC(common,waitAndExecute);
}, [], 0.3] call EFUNC(common,waitAndExecute);
call FUNC(removeDirtEffect);
call FUNC(removeRainEffect);

View File

@ -1,73 +0,0 @@
/*
* Author: Garth 'L-H' de Wet
* Determines whether to place dust on the goggles, based on calibre of weapon fired and other requirements.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
*ace_player addEventHandler ["Fired", {[_this select 0, _this select 1] call ace_goggles_fnc_dustHandler;}];
*
* 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};
_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");
} else {
if (isClass(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "effect1")) then {
_cloudType = getText(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "effect1" >> "effectName");
};
};
if (_cloudType == "") exitWith {true};
_position = getPosATL _unit;
if (surfaceIsWater _position) exitWith {};
if ((_position select 2) > 0.2) exitWith {};
_surface = surfaceType _position;
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;
};
if (!GVAR(surfaceCacheIsDust)) exitWith {};
_bullets = GETDUSTT(DBULLETS);
if ((ACE_diagTime - GETDUSTT(DTIME)) > 1) then {
_bullets = 0;
};
_bullets = _bullets + 1;
SETDUST(DBULLETS,_bullets);
SETDUST(DTIME,ACE_diagTime);
if (GETDUSTT(DAMOUNT) < 2) then {
private "_bulletsRequired";
_bulletsRequired = 100;
if (isNumber (ConfigFile >> _cloudType >> "ACE_Goggles_BulletCount")) then {
_bulletsRequired = getNumber (ConfigFile >> _cloudType >> "ACE_Goggles_BulletCount");
};
if (_bulletsRequired <= _bullets) then {
SETDUST(DACTIVE,true);
call FUNC(applyDust);
};
};
true

View File

@ -6,15 +6,13 @@
* None
*
* Return Value:
* Whether the camera is in external view or not. If the "showInThirdPerson" option is checked, this will always return false. <BOOL>
* Whether the camera is in external view or not. <BOOL>
*
* Example:
* call ace_goggles_fnc_removeRainEffect;
* call ace_goggles_fnc_externalCamera;
*
* Public: Yes
*/
#include "script_component.hpp"
if (GVAR(showInThirdPerson)) exitWith { false };
(cameraView in ["EXTERNAL", "GROUP"] || {call EFUNC(common,isFeatureCameraActive)})
cameraView in ["EXTERNAL", "GROUP"] || EFUNC(common,isFeatureCameraActive) // return

View File

@ -1,5 +1,5 @@
/*
* Author: Garth 'L-H' de Wet
* Author: Garth 'L-H' de Wet, commy2
* Turns 0-1 damage of explosion Event into a rating system of 0-3
*
* Arguments:
@ -13,13 +13,12 @@
*
* Public: No
*/
private ["_effectIndex"];
#include "script_component.hpp"
_effectIndex = switch true do {
case (_this <= 0.04): {0};
case (_this <= 0.06): {1};
case (_this <= 0.09): {2};
default {3};
};
params ["_damage"];
_effectIndex
if (_damage <= 0.04) exitWith {0};
if (_damage <= 0.06) exitWith {1};
if (_damage <= 0.09) exitWith {2};
3

View File

@ -0,0 +1,51 @@
/*
* Author: Garth 'L-H' de Wet, commy2
* Handles explosions.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Function is handled? <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
if (_unit != ACE_player) exitWith {true};
call FUNC(applyDirtEffect);
if (GETBROKEN) exitWith {true};
private ["_config", "_effects"];
_config = configFile >> "CfgGlasses" >> goggles _unit;
if ((_this select 1) call FUNC(GetExplosionIndex) < getNumber (_config >> "ACE_Resistance")) exitWith {true};
if !([_unit] call FUNC(isGogglesVisible)) exitWith {
["GlassesCracked", [_unit]] call EFUNC(common,localEvent);
true
};
_effects = GETGLASSES(_unit);
_effects set [BROKEN, true];
SETGLASSES(_unit,_effects);
if (getText (_config >> "ACE_OverlayCracked") != "") then {
if (GVAR(showInThirdPerson)) exitWith {};
if (call FUNC(ExternalCamera)) exitWith {};
if (isNull (GLASSDISPLAY)) then {
GVAR(GogglesLayer) cutRsc ["RscACE_Goggles", "PLAIN", 1, false];
};
(GLASSDISPLAY displayCtrl 10650) ctrlSetText getText (_config >> "ACE_OverlayCracked");
};
["GlassesCracked", [_unit]] call EFUNC(common,localEvent);
true

View File

@ -0,0 +1,88 @@
/*
* 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:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* Function is handled? <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
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 {true};
// get weapon dust effect
_particleConfig = configFile >> "CfgWeapons" >> _weapon >> "GunParticles";
_cloudType = "";
if (isClass (_particleConfig >> "FirstEffect")) then { // @todo read this with custom / non-standard config classnames
_cloudType = getText (_particleConfig >> "FirstEffect" >> "effectName");
} else {
if (isClass (_particleConfig >> "effect1")) then {
_cloudType = getText (_particleConfig >> "effect1" >> "effectName");
};
};
// quit if the weapon causes no dust effect
if (_cloudType == "") exitWith {true};
// get if the surface is dusty
if (surfaceIsWater _position) exitWith {true};
_surface = surfaceType _position select [1]; // cuts of the leading #
if (_surface != GVAR(surfaceCache)) then {
GVAR(surfaceCache) = _surface;
GVAR(surfaceCacheIsDust) = getNumber (configFile >> "CfgSurfaces" >> _surface >> "dust") >= 0.1;
};
// quit if surface isn't dusty
if (!GVAR(surfaceCacheIsDust)) exitWith {true};
// increment dust value with type bullet
_bullets = GETDUSTT(DBULLETS);
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 {
local _bulletsRequired = 100;
if (isNumber (configFile >> _cloudType >> QGVAR(BulletCount))) then {
_bulletsRequired = getNumber (configFile >> _cloudType >> QGVAR(BulletCount));
};
if (_bullets > _bulletsRequired) then {
SETDUST(DACTIVE,true);
call FUNC(applyDustEffect);
};
};
true

View File

@ -0,0 +1,32 @@
/*
* Author: Garth 'L-H' de Wet, commy2
* Handles the player dying.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Function is handled? <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
if (_unit != ACE_player) exitWith {true};
GVAR(PostProcessEyes) ppEffectEnable false;
SETGLASSES(_unit,GLASSESDEFAULT);
call FUNC(removeGlassesEffect);
GVAR(EffectsActive) = false;
_unit setVariable ["ACE_EyesDamaged", false];
[GVAR(DustHandler)] call CBA_fnc_removePerFrameHandler;
GVAR(DustHandler) = -1;
true

View File

@ -1,22 +1,24 @@
/*
* Author: Garth 'L-H' de Wet
* Author: commy2
* Determines whether passed goggles is diving goggles or a variant of them.
*
* Arguments:
* 0: Glasses classname <STRING>
*
* Return Value:
* Whether diving goggles are worn <BOOL>
* Check if these goggles are diving goggles <BOOL>
*
* Example:
* [(goggles ace_player)] call ace_goggles_fnc_isDivingGoggles;
* [goggles ace_player] call ace_goggles_fnc_isDivingGoggles;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_result", "_glasses"];
_glasses = _this select 0;
_result = _glasses == "G_Diving";
if (_result) exitWith {true};
_result = [configFile >> "CfgGlasses" >> _glasses, configFile >> "CfgGlasses" >> "G_Diving"] call CBA_fnc_inheritsFrom;
_result
params ["_glasses"];
local _config = configFile >> "CfgGlasses" >> _glasses;
if (!isClass _config) exitWith {false};
getNumber (_config >> "mode") == 1 // return

View File

@ -1,6 +1,6 @@
/*
* Author: Garth 'L-H' de Wet
* Determines if goggles are visible on passed unit (Also checks if unit is in vehicle and cameraView is set to GUNNER)
* Determines if goggles are visible on passed unit.
*
* Arguments:
* 0: Unit <OBJECT>
@ -16,20 +16,17 @@
#include "script_component.hpp"
params ["_unit"];
private ["_currentGlasses", "_result", "_position", "_visible"];
private ["_currentGlasses", "_position"];
_currentGlasses = goggles _unit;
_result = false;
if (_currentGlasses != "") then {
_position = getPosASLW _unit;
if (surfaceIsWater _position && {((_position select 2) < 0.25)}) exitWith {
_result = ([_currentGlasses] call FUNC(isDivingGoggles));
};
if (getNumber (ConfigFile >> "CfgGlasses" >> _currentGlasses >> "ACE_Resistance") == 0) exitWith {
_result = false;
};
_result = !([_currentGlasses] call FUNC(isDivingGoggles));
};
if (_currentGlasses == "") exitWith {false};
_result
// requires ACE_Resistance config entry. Returns false for balaclavas and bandanas.
if (getNumber (configFile >> "CfgGlasses" >> _currentGlasses >> "ACE_Resistance") == 0) exitWith {false};
// check if in water and has diving goggles or on land and not diving goggles
_position = getPosASLW _unit;
(surfaceIsWater _position && {_position select 2 < 0.25}) isEqualTo (_currentGlasses call FUNC(isDivingGoggles)) // return

View File

@ -1,10 +1,10 @@
/*
* Author: Garth 'L-H' de Wet
* Author: Garth 'L-H' de Wet, commy2
* Checks for nearby running helicopters (within 15m)
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Radius to check for helicopter Default: 15 (optional) <NUMBER>
* 1: Radius to check for helicopter (default: 15) <NUMBER>
*
* Return Value:
* <ARRAY>:
@ -12,35 +12,31 @@
* 1: Amount of rotor wash. <NUMBER>
*
* Example:
* if (([ace_player, 10] call ace_goggles_fnc_isInRotorWash) select 0) then { hint "Rotor wash"; };
* if (([ace_player] call ace_goggles_fnc_isInRotorWash) select 0) then { hint "Rotor wash"; };
* if ([ace_player, 10] call ace_goggles_fnc_isInRotorWash select 0) then { hint "Rotor wash"; };
* if ([ace_player] call ace_goggles_fnc_isInRotorWash select 0) then { hint "Rotor wash"; };
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_heli", "_unit", "_result", "_radius"];
_unit = _this select 0;
_radius = 15;
if (count _this > 1) then {
_radius = _this select 1;
};
_result = [false, _radius + 2];
_heli = (getPosATL _unit) nearEntities [["Helicopter"], _radius];
params ["_unit", ["_radius", 15]];
local _rotorWash = [false, 0];
{
if !(_x isKindOf "ParachuteBase") then {
if (isEngineOn _x) then {
private "_distance";
_distance = (_radius - (_unit distance _x));
if (_distance != 0) then {
_distance = _distance / _radius;
};
if (_distance < (_result select 1)) then {
_result = [true, _distance];
};
if (isEngineOn _x) then {
local _distance = _unit distance _x;
// convert distance to 0...1 range, where 0 is the maximum radius
_distance = 1 - _distance / _radius;
// use highest amount of rotor wash as return value in case of multiple helicopters
if (_distance > _rotorWash select 1) then {
_rotorWash set [0, true];
_rotorWash set [1, _distance];
};
};
false
} count _heli;
} count (position _unit nearEntities [["Helicopter"], _radius]);
_result
_rotorWash

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@ -1,78 +0,0 @@
/*
* Author: Garth 'L-H' de Wet
* Checks whether the player is in the downwash of a helicopter and handles applying effects of that.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* ["ACE_Goggles_RotorWash", "OnEachFrame", "call ace_goggles_fnc_OnEachFrame;"] call BIS_fnc_addStackedEventHandler;
*
* Public: No
*/
#include "script_component.hpp"
if (isNull(ace_player)) exitWith {};
GVAR(FrameEvent) set [0, !(GVAR(FrameEvent) select 0)];
if (GVAR(FrameEvent) select 0) exitWith {
if (vehicle ace_player != ace_player && {!isTurnedOut ACE_player}) exitWith {(GVAR(FrameEvent) select 1) set [0, false]; };
GVAR(FrameEvent) set [1, ([ace_player] call FUNC(isInRotorWash))];
};
private ["_rotorWash","_safe"];
_rotorWash = GVAR(FrameEvent) select 1;
_safe = false;
if !(_rotorWash select 0) exitWith {
if (GVAR(PostProcessEyes_Enabled)) then {
GVAR(PostProcessEyes_Enabled) = false;
if (GVAR(DustHandler) != -1) then { // should be fixed in dev CBA
[GVAR(DustHandler)] call CALLSTACK(cba_fnc_removePerFrameHandler);
GVAR(DustHandler) = -1;
};
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0,0,0,0], [0,0,0,1],[1,1,1,0]];
GVAR(PostProcessEyes) ppEffectCommit 2;
GVAR(DustHandler) = [{
GVAR(PostProcessEyes) ppEffectEnable false;
GVAR(DustHandler) = -1;
}, [], 2, 0.5] call EFUNC(common,waitAndExecute);
};
};
if ((headgear ace_player) != "") then {
_safe = (getNumber (ConfigFile >> "CfgWeapons" >> (headgear ace_player) >> "ACE_Protection") == 1);
};
if !(_safe) then {
if !([ace_player] call FUNC(isGogglesVisible)) exitWith{};
if (GETDUSTT(DAMOUNT) < 2) then {
if (!GETDUSTT(DACTIVE)) then {
SETDUST(DACTIVE,true);
call FUNC(ApplyDust);
} else {
if ((_rotorWash select 1) > 0.5) then {
call FUNC(ApplyDust);
};
};
};
_safe = (getNumber (ConfigFile >> "CfgGlasses" >> GVAR(Current) >> "ACE_Protection") == 1);
};
if (_safe) exitWith {};
if ((_rotorWash select 1) <= 15) then {
private "_scale";
_scale = 0.7;
if ((_rotorWash select 1) != 0) then {
_scale = CLAMP(0.3*(_rotorWash select 1),0.1,0.3);
} else {
_scale = 0.1;
};
_scale = 1 - _scale;
if (GVAR(DustHandler) != -1) then { // should be fixed in dev CBA
[GVAR(DustHandler)] call CALLSTACK(cba_fnc_removePerFrameHandler);
GVAR(DustHandler) = -1;
};
if !(ace_player getVariable ["ACE_EyesDamaged", false]) then {
GVAR(PostProcessEyes_Enabled) = true;
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0,0,0,0], [_scale,_scale,_scale,_scale],[1,1,1,0]];
GVAR(PostProcessEyes) ppEffectCommit 0.5;
GVAR(PostProcessEyes) ppEffectEnable true;
};
};

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@ -1,53 +0,0 @@
/*
* Author: Garth 'L-H' de Wet
* Handles rain effects being created on glasses.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ace_goggles_fnc_rainEffect;
*
* Public: No
*/
#include "script_component.hpp"
private ["_fnc_underCover"];
if (isNull(ace_player) || {!(alive ace_player)}) exitWith {};
_fnc_underCover = {
private ["_pos", "_unit"];
_unit = (_this select 0);
if (vehicle _unit != _unit && {!isTurnedOut _unit}) exitWith {true};
_pos = eyePos _unit;
((positionCameraToWorld [0,0,1] select 2) < ((positionCameraToWorld [0,0,0] select 2) - 0.4)) || {(lineIntersects [_pos, _pos vectorAdd [0,0,15], _unit])}
};
if (!isNull(findDisplay 312)) exitWith {
if (GVAR(RainActive)) then {
call FUNC(RemoveRainEffect);
};
};
// Ignore if ace_player is under water
if (!GVAR(EffectsActive) || {underwater ace_player}) exitWith{call FUNC(RemoveRainEffect);};
if (GVAR(RainLastLevel) != rain) then {
call FUNC(RemoveRainEffect);
GVAR(RainLastLevel) = rain;
// Rain is happening
if (GVAR(RainLastLevel) > 0.05 && {!([ace_player] call _fnc_underCover)}) then {
GVAR(RainActive) = true;
GVAR(RainDrops) = "#particlesource" createVehicleLocal GetPos ace_player;
GVAR(RainDrops) setParticleClass "ACERainEffect";
GVAR(RainDrops) setDropInterval (0.07 * (1.1 - GVAR(RainLastLevel)));
GVAR(RainDrops) attachTo [vehicle ace_player,[0,0,0]];
};
}else{
if (GVAR(RainLastLevel) > 0.05) then {
if (GVAR(RainActive) && {[ace_player] call _fnc_underCover}) exitWith {
call FUNC(RemoveRainEffect);
};
if (!GVAR(RainActive)) then {
GVAR(RainLastLevel) = -1;
};
};
};

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@ -9,11 +9,12 @@
* None
*
* Example:
* call ace_goggles_fnc_removeDirtEffect;
* call ace_goggles_fnc_removeDirtEffect
*
* Public: Yes
*/
#include "script_component.hpp"
if (!isNull(GETUVAR(GVAR(DisplayEffects),displayNull))) then {
if (!isNull (GETUVAR(GVAR(DisplayEffects),displayNull))) then {
(GETUVAR(GVAR(DisplayEffects),displayNull) displayCtrl 10660) ctrlSetText "";
};

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@ -9,11 +9,12 @@
* None
*
* Example:
* call ace_goggles_fnc_removeDustEffect;
* call ace_goggles_fnc_removeDustEffect
*
* Public: Yes
*/
#include "script_component.hpp"
if (!isNull(GETUVAR(GVAR(DisplayEffects),displayNull))) then {
if (!isNull (GETUVAR(GVAR(DisplayEffects),displayNull))) then {
(GETUVAR(GVAR(DisplayEffects),displayNull) displayCtrl 10662) ctrlSetText "";
};

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@ -1,7 +1,6 @@
/*
* Author: Garth 'L-H' de Wet
* Removes the glasses effect from the screen, removes dirt effect, removes rain effect,
* removes dust effect. Does not reset array (glasses will still be broken, dirty, ect.)
* Removes the glasses effect from the screen, removes dirt effect, removes rain effect, removes dust effect. Does not reset array (glasses will still be broken, dirty, ect.)
*
* Arguments:
* None
@ -10,15 +9,16 @@
* None
*
* Example:
* call ace_goggles_fnc_removeGlassesEffect;
* call ace_goggles_fnc_removeGlassesEffect
*
* Public: Yes
*/
#include "script_component.hpp"
GVAR(EffectsActive) = false;
GVAR(PostProcess) ppEffectEnable false;
if (!isNull(GLASSDISPLAY)) then {
if (!isNull (GLASSDISPLAY)) then {
GLASSDISPLAY closeDisplay 0;
};

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@ -9,13 +9,15 @@
* None
*
* Example:
* call ace_goggles_fnc_removeRainEffect;
* call ace_goggles_fnc_removeRainEffect
*
* Public: Yes
*/
#include "script_component.hpp"
if (!isNull (GVAR(RainDrops))) then {
deleteVehicle (GVAR(RainDrops));
if (!isNull GVAR(RainDrops)) then {
deleteVehicle GVAR(RainDrops);
};
GVAR(RainActive) = false;
GVAR(RainLastLevel) = 0;