mirror of
https://github.com/acemod/ACE3.git
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Merge branch 'flashlight_housekeeping' of https://github.com/voiperr/ACE3 into voiperr-flashlight_housekeeping
This commit is contained in:
commit
fd6bd7f794
@ -1,7 +0,0 @@
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class CfgSounds {
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class GVAR(flashlightClick) {
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name = QGVAR(flashlightClick);
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sound[] = {"\a3\sounds_f\weapons\Other\dry4.wss", 0.2, 2};
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titles[] = {};
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};
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};
|
@ -1,18 +1,7 @@
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class CfgWeapons {
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class ItemCore;
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class ACE_ItemCore;
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class InventoryItem_Base_F;
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class InventoryFlashlightItem_Base_F;
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class acc_flashlight: ItemCore {
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class ItemInfo: InventoryFlashlightItem_Base_F {
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class Flashlight {
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ACE_Flashlight_Colour = "white";
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ACE_Flashlight_Size = 2.75;
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};
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};
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};
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class ACE_Flashlight_MX991: ACE_ItemCore {
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displayName = CSTRING(MX991_DisplayName);
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@ -24,7 +13,9 @@ class CfgWeapons {
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mass = 1;
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class FlashLight {
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ACE_Flashlight_Colour = "red";
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ACE_Flashlight_Beam = QPATHTOF(UI\Flashlight_beam_red_ca.paa);
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ACE_Flashlight_Size = 1.75;
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ACE_Flashlight_Sound = 1;
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};
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};
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};
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@ -39,7 +30,9 @@ class CfgWeapons {
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mass = 1;
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class FlashLight {
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ACE_Flashlight_Colour = "red";
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ACE_Flashlight_Beam = QPATHTOF(UI\Flashlight_beam_red_ca.paa);
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ACE_Flashlight_Size = 1.5;
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ACE_Flashlight_Sound = 1;
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};
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};
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};
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@ -54,7 +47,9 @@ class CfgWeapons {
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mass = 1;
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class FlashLight {
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ACE_Flashlight_Colour = "white";
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ACE_Flashlight_Beam = QPATHTOF(UI\Flashlight_beam_white_ca.paa);
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ACE_Flashlight_Size = 2.15;
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ACE_Flashlight_Sound = 1;
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};
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};
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};
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@ -17,4 +17,3 @@ class CfgPatches {
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#include "CfgEventHandlers.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgSounds.hpp"
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|
@ -1,39 +1,34 @@
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class CfgAmmo {
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class Chemlight_base;
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class Grenade;
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class ACE_FlashlightProxy_White: Chemlight_base {
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model = "\A3\Weapons_f\empty";
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class ACE_FlashlightProxy_White: Grenade {
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effectsSmoke = "ACE_FlashlightEffect_White";
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explosionTime = 0.01;
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grenadeBurningSound[] = {};
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grenadeFireSound[] = {};
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hit = 0;
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model = "\A3\Weapons_f\empty.p3d";
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simulation = "shotSmokeX";
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smokeColor[] = {1,1,1,1};
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timeToLive = 1e10;
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soundImpactHard1[] = {"",1,1};
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soundImpactHard2[] = {"",1,1};
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soundImpactHard3[] = {"",1,1};
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soundImpactHard4[] = {"",1,1};
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soundImpactHard5[] = {"",1,1};
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soundImpactHard6[] = {"",1,1};
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soundImpactHard7[] = {"",1,1};
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soundImpactIron1[] = {"",1,1};
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soundImpactIron2[] = {"",1,1};
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soundImpactIron3[] = {"",1,1};
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soundImpactIron4[] = {"",1,1};
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soundImpactIron5[] = {"",1,1};
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soundImpactSoft1[] = {"",1,1};
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soundImpactSoft2[] = {"",1,1};
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soundImpactSoft3[] = {"",1,1};
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soundImpactSoft4[] = {"",1,1};
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soundImpactSoft5[] = {"",1,1};
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soundImpactSoft6[] = {"",1,1};
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soundImpactSoft7[] = {"",1,1};
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soundImpactWater1[] = {"",1,1};
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soundImpactWater2[] = {"",1,1};
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soundImpactWater3[] = {"",1,1};
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soundImpactWoodExt1[] = {"",1,1};
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soundImpactWoodExt2[] = {"",1,1};
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soundImpactWoodExt3[] = {"",1,1};
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soundImpactWoodExt4[] = {"",1,1};
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impactArmor[] = {};
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impactConcrete[] = {};
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impactDefault[] = {};
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impactGlass[] = {};
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impactGlassArmored[] = {};
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impactGroundHard[] = {};
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impactGroundSoft[] = {};
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impactIron[] = {};
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impactMan[] = {};
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impactMetal[] = {};
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impactMetalPlate[] = {};
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impactMetalPlastic[] = {};
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impactRubber[] = {};
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impactTyre[] = {};
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impactWater[] = {};
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impactWood[] = {};
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};
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class ACE_FlashlightProxy_Red: ACE_FlashlightProxy_White {
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@ -51,4 +46,8 @@ class CfgAmmo {
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class ACE_FlashlightProxy_Yellow: ACE_FlashlightProxy_White {
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effectsSmoke = "ACE_FlashlightEffect_Yellow";
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};
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class ACE_FlashlightProxy_Orange: ACE_FlashlightProxy_White {
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effectsSmoke = "ACE_FlashlightEffect_Orange";
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};
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};
|
@ -7,12 +7,13 @@ class Extended_PreStart_EventHandlers {
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|
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preInit) );
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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clientInit = QUOTE(call COMPILE_FILE(XEH_postInitClient) );
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clientInit = QUOTE(call COMPILE_FILE(XEH_postInitClient));
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serverInit = QUOTE(call COMPILE_FILE(XEH_postInitServer));
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};
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};
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|
16
addons/map/CfgWeapons.hpp
Normal file
16
addons/map/CfgWeapons.hpp
Normal file
@ -0,0 +1,16 @@
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class CfgWeapons {
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class ItemCore;
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class InventoryFlashlightItem_Base_F;
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class acc_flashlight: ItemCore {
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class ItemInfo: InventoryFlashlightItem_Base_F {
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class FlashLight {
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ACE_Flashlight_Colour = "white";
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ACE_Flashlight_Beam = QPATHTOF(UI\Flashlight_beam_white_ca.paa);
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ACE_Flashlight_Size = 2.75;
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ACE_Flashlight_Sound = 1;
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};
|
||||
};
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};
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||||
};
|
@ -33,4 +33,11 @@ class ACE_FlashlightEffect_Yellow {
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simulation = "light";
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type = "ACE_FlashlightLight_Yellow";
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};
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};
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class ACE_FlashlightEffect_Orange {
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class Light1 {
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simulation = "light";
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type = "ACE_FlashlightLight_Orange";
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};
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||||
};
|
BIN
addons/map/UI/Flashlight_Beam_white_ca.paa
Normal file
BIN
addons/map/UI/Flashlight_Beam_white_ca.paa
Normal file
Binary file not shown.
@ -39,12 +39,11 @@ call FUNC(determineZoom);
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//Allow panning the lastStillPosition while mapShake is active
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GVAR(rightMouseButtonLastPos) = [];
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((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", {[] call FUNC(updateMapEffects);}];
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((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", {_this call FUNC(updateMapEffects)}];
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((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["MouseMoving", {
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if (GVAR(isShaking) && {(count GVAR(rightMouseButtonLastPos)) == 2}) then {
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private["_lastPos", "_newPos"];
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_lastPos = (_this select 0) ctrlMapScreenToWorld GVAR(rightMouseButtonLastPos);
|
||||
_newPos = (_this select 0) ctrlMapScreenToWorld (_this select [1,2]);
|
||||
private _lastPos = (_this select 0) ctrlMapScreenToWorld GVAR(rightMouseButtonLastPos);
|
||||
private _newPos = (_this select 0) ctrlMapScreenToWorld (_this select [1,2]);
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GVAR(lastStillPosition) set [0, (GVAR(lastStillPosition) select 0) + (_lastPos select 0) - (_newPos select 0)];
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GVAR(lastStillPosition) set [1, (GVAR(lastStillPosition) select 1) + (_lastPos select 1) - (_newPos select 1)];
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GVAR(rightMouseButtonLastPos) = _this select [1,2];
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@ -97,38 +96,36 @@ call FUNC(determineZoom);
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//illumination settings
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if (GVAR(mapIllumination)) then {
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GVAR(flashlightInUse) = "";
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GVAR(glow) = objNull;
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["loadout", {
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private _flashlights = [ACE_player] call FUNC(getUnitFlashlights);
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if ((GVAR(flashlightInUse) != "") && !(GVAR(flashlightInUse) in _flashlights)) then {
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GVAR(flashlightInUse) = "";
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params ["_player", ""];
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private _flashlightItems = [_player] call FUNC(getUnitFlashlights);
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private _unitLight = _player getVariable [QGVAR(flashlight), ["", objNull]];
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_unitLight params ["_flashlight", "_glow"];
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if (!(_flashlight isEqualTo "") && {!(_flashlight in _flashlightItems)}) then {
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if (!isNull _glow) then {
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_glow = [_player, "", false] call FUNC(flashlightGlow);
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||||
};
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_player setVariable [QGVAR(flashlight), ["", _glow], true];
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};
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}] call CBA_fnc_addPlayerEventHandler;
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if (GVAR(mapGlow)) then {
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["visibleMap", {
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["ace_visibleMapChanged", {
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params ["_player", "_mapOn"];
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private _unitLight = _player getVariable [QGVAR(flashlight), ["", objNull]];
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_unitLight params ["_flashlight", "_glow"];
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private _flashlightOn = !(_flashlight isEqualTo "");
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if (_mapOn) then {
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if (!alive _player && !isNull GVAR(glow)) then {
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GVAR(flashlightInUse) = "";
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};
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if (GVAR(flashlightInUse) != "") then {
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if (isNull GVAR(glow)) then {
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[GVAR(flashlightInUse)] call FUNC(flashlightGlow);
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};
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} else {
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if (!isNull GVAR(glow)) then {
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[""] call FUNC(flashlightGlow);
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};
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if (_flashlightOn && {isNull _glow}) then {
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[_player, _flashlight] call FUNC(flashlightGlow);
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playSound QGVAR(flashlightClick);
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};
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} else {
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if (!isNull GVAR(glow)) then {
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[""] call FUNC(flashlightGlow);
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if (!isNull _glow) then {
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[_player, ""] call FUNC(flashlightGlow);
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};
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};
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}] call CBA_fnc_addPlayerEventHandler;
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}] call CBA_fnc_addEventHandler;
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};
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};
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}] call CBA_fnc_addEventHandler;
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|
16
addons/map/XEH_postInitServer.sqf
Normal file
16
addons/map/XEH_postInitServer.sqf
Normal file
@ -0,0 +1,16 @@
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#include "script_component.hpp"
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// Delete map glow lights from disconnecting players, #2810
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addMissionEventHandler ["HandleDisconnect",{
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params ["_disconnectedPlayer"];
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if (!GVAR(mapGlow)) exitWith {};
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private _unitLight = _disconnectedPlayer getVariable [QGVAR(flashlight), ["", objNull]];
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_unitLight params ["", "_glow"];
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||||
|
||||
if ((!isNull _disconnectedPlayer) && {!isNull _glow}) then {
|
||||
detach _glow;
|
||||
deleteVehicle _glow;
|
||||
};
|
||||
|
||||
nil
|
||||
}];
|
@ -29,6 +29,7 @@ class RscEdit;
|
||||
#include "CfgEventHandlers.hpp"
|
||||
#include "CfgMarkers.hpp"
|
||||
#include "CfgVehicles.hpp"
|
||||
#include "CfgWeapons.hpp"
|
||||
#include "CfgAmmo.hpp"
|
||||
#include "CfgSounds.hpp"
|
||||
#include "CfgLights.hpp"
|
||||
@ -164,4 +165,4 @@ class RscDisplayServerGetReady: RscDisplayGetReady {
|
||||
#include "MapControls.hpp"
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
@ -2,8 +2,6 @@
|
||||
#include "script_component.hpp"
|
||||
// BEGIN_COUNTER(blueForceTrackingUpdate);
|
||||
|
||||
private ["_groupsToDrawMarkers", "_playersToDrawMarkers", "_playerSide", "_anyPlayers", "_colour", "_marker"];
|
||||
|
||||
// Delete last set of markers (always)
|
||||
{
|
||||
deleteMarkerLocal _x;
|
||||
@ -13,8 +11,8 @@ GVAR(BFT_markers) = [];
|
||||
|
||||
if (GVAR(BFT_Enabled) and {(!isNil "ACE_player") and {alive ACE_player}}) then {
|
||||
|
||||
_groupsToDrawMarkers = [];
|
||||
_playerSide = call EFUNC(common,playerSide);
|
||||
private _groupsToDrawMarkers = [];
|
||||
private _playerSide = call EFUNC(common,playerSide);
|
||||
|
||||
_groupsToDrawMarkers = allGroups select {side _x == _playerSide};
|
||||
|
||||
@ -27,7 +25,7 @@ if (GVAR(BFT_Enabled) and {(!isNil "ACE_player") and {alive ACE_player}}) then {
|
||||
};
|
||||
|
||||
if (GVAR(BFT_ShowPlayerNames)) then {
|
||||
_playersToDrawMarkers = allPlayers select {side _x == _playerSide && {!(_x getVariable [QGVAR(hideBlueForceMarker), false])}};
|
||||
private _playersToDrawMarkers = allPlayers select {side _x == _playerSide && {!(_x getVariable [QGVAR(hideBlueForceMarker), false])}};
|
||||
|
||||
{
|
||||
private _markerType = [_x] call EFUNC(common,getMarkerType);
|
||||
|
@ -20,27 +20,27 @@
|
||||
|
||||
params ["", "_player"];
|
||||
|
||||
private["_action", "_actions", "_cfg", "_displayName", "_flashlights", "_icon", "_statement"];
|
||||
|
||||
_actions = [];
|
||||
_flashlights = [_player] call FUNC(getUnitFlashlights);
|
||||
private _actions = [];
|
||||
private _flashlightItems = [_player] call FUNC(getUnitFlashlights);
|
||||
private _unitLight = _player getVariable [QGVAR(flashlight), ["", objNull]];
|
||||
_unitLight params ["_flashlight", ""];
|
||||
|
||||
//add all carried flashlight menus and on/off submenu actions
|
||||
{
|
||||
_cfg = (configFile >> "CfgWeapons" >> _x);
|
||||
_displayName = getText (_cfg >> "displayName");
|
||||
_icon = getText (_cfg >> "picture");
|
||||
private _cfg = (configFile >> "CfgWeapons" >> _x);
|
||||
private _displayName = getText (_cfg >> "displayName");
|
||||
private _icon = getText (_cfg >> "picture");
|
||||
|
||||
_statement = if (GVAR(flashlightInUse) == _x) then {
|
||||
private _statement = if (_flashlight == _x) then {
|
||||
_displayName = format [localize LSTRING(turnLightOff), _displayName];
|
||||
{[""] call FUNC(switchFlashlight)}
|
||||
{[_player, ""] call FUNC(switchFlashlight)}
|
||||
} else {
|
||||
_displayName = format [localize LSTRING(turnLightOn), _displayName];
|
||||
{[_this select 2] call FUNC(switchFlashlight)}
|
||||
{[_player, _this select 2] call FUNC(switchFlashlight)}
|
||||
};
|
||||
|
||||
_action = [_x, _displayName, _icon, _statement, {true}, {}, _x] call EFUNC(interact_menu,createAction);
|
||||
_actions pushBack [_action, [], _player];
|
||||
} forEach _flashlights;
|
||||
} forEach _flashlightItems;
|
||||
|
||||
_actions
|
||||
|
@ -1,83 +1,50 @@
|
||||
/*
|
||||
* Author: Rocko and esteldunedain
|
||||
* Calculates the current map illumination for a given unit
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* 0: Does the map needs shading? <BOOL>
|
||||
* 1: Color of the overlay <ARRAY>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
* Author: Rocko and esteldunedain
|
||||
* Calculates the current map illumination for a given unit
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* 0: Does the map needs shading? <BOOL>
|
||||
* 1: Color of the overlay <ARRAY>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_unit"];
|
||||
|
||||
private ["_fnc_blendColor", "_lightTint", "_fnc_calcColor", "_l", "_lightLevel", "_vehicle", "_isEnclosed", "_nearObjects", "_light", "_ll", "_flashlight", "_flareTint"];
|
||||
|
||||
// Blend two colors
|
||||
_fnc_blendColor = {
|
||||
private _fnc_blendColor = {
|
||||
params ["_c1", "_c2", "_alpha"];
|
||||
[(_c1 select 0) * (1 - _alpha) + (_c2 select 0) * _alpha,
|
||||
(_c1 select 1) * (1 - _alpha) + (_c2 select 1) * _alpha,
|
||||
(_c1 select 2) * (1 - _alpha) + (_c2 select 2) * _alpha,
|
||||
(_c1 select 3) * (1 - _alpha) + (_c2 select 3) * _alpha]
|
||||
(_c1 select 1) * (1 - _alpha) + (_c2 select 1) * _alpha,
|
||||
(_c1 select 2) * (1 - _alpha) + (_c2 select 2) * _alpha,
|
||||
(_c1 select 3) * (1 - _alpha) + (_c2 select 3) * _alpha]
|
||||
};
|
||||
|
||||
// Ambient light tint depending on time of day
|
||||
_lightTint = call {
|
||||
if (sunOrMoon == 1.0) exitWith { [0.5,0.5,0.5,1] };
|
||||
if (sunOrMoon > 0.80) exitWith { [[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8)/0.2] call _fnc_blendColor };
|
||||
if (sunOrMoon > 0.50) exitWith { [[0,0,0.1,1], [1.0 - overcast,0.2,0,1], (sunOrMoon - 0.5)/0.3] call _fnc_blendColor };
|
||||
if (sunOrMoon <= 0.5) exitWith { [0,0,0.1,1] };
|
||||
private _lightTint = call {
|
||||
if (sunOrMoon == 1.0) exitWith {[0.5,0.5,0.5,1]};
|
||||
if (sunOrMoon > 0.80) exitWith {[[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8) / 0.2] call _fnc_blendColor};
|
||||
if (sunOrMoon > 0.50) exitWith {[[0,0,0.1,1], [1.0 - overcast,0.2,0,1], (sunOrMoon - 0.5) / 0.3] call _fnc_blendColor};
|
||||
if (sunOrMoon <= 0.5) exitWith {[0,0,0.1,1]};
|
||||
[0,0,0,0]
|
||||
};
|
||||
|
||||
// Calculates overlay color from tint and light level
|
||||
_fnc_calcColor = {
|
||||
params ["_c1", "_lightLevel"];
|
||||
|
||||
if (_lightLevel < 0.5) then {
|
||||
_l = _lightLevel / 0.5;
|
||||
[(_c1 select 0) * _l,
|
||||
(_c1 select 1) * _l,
|
||||
(_c1 select 2) * _l,
|
||||
(_c1 select 3) * (1 - _lightLevel)]
|
||||
} else {
|
||||
_l = (_lightLevel - 0.5) / 0.5;
|
||||
[(_c1 select 0) * (1 - _l) + _l,
|
||||
(_c1 select 1) * (1 - _l) + _l,
|
||||
(_c1 select 2) * (1 - _l) + _l,
|
||||
(_c1 select 3) * (1 - _lightLevel)]
|
||||
};
|
||||
};
|
||||
|
||||
_lightLevel = 0.04 + (0.96 * call EFUNC(common,ambientBrightness));
|
||||
|
||||
/*
|
||||
// check if player has NVG enabled
|
||||
if (currentVisionMode _unit == 1) exitWith {
|
||||
// stick to nvg color
|
||||
[true, [154/255,253/255,177/255,0.5]]
|
||||
};
|
||||
*/
|
||||
private _lightLevel = 0.04 + (0.96 * call EFUNC(common,ambientBrightness));
|
||||
|
||||
// Do not obscure the map if the ambient light level is above 0.95
|
||||
if (_lightLevel > 0.95) exitWith {
|
||||
[false, [0.5,0.5,0.5,0]]
|
||||
[false, [1,1,1,0]]
|
||||
};
|
||||
|
||||
_vehicle = vehicle _unit;
|
||||
private _vehicle = vehicle _unit;
|
||||
|
||||
// Do not obscure the map if the player is on a enclosed vehicle (assume internal illumination)
|
||||
if (_vehicle != _unit) then {
|
||||
// Player is in a vehicle
|
||||
if (!isTurnedOut _unit && { _vehicle isKindOf "Tank" || { ( _vehicle isKindOf "Helicopter" || _vehicle isKindOf "Plane" ) && { (driver _vehicle) == _unit || { (gunner _vehicle) == _unit } } } || {_vehicle isKindOf "Wheeled_APC"}}) then {
|
||||
_isEnclosed = true;
|
||||
};
|
||||
};
|
||||
if (_isEnclosed) exitWith {
|
||||
if ((_vehicle != _unit) && {!isTurnedOut _unit && {_vehicle isKindOf "Tank" || {(_vehicle isKindOf "Helicopter" || _vehicle isKindOf "Plane") && {driver _vehicle == _unit || {gunner _vehicle == _unit}}} || {_vehicle isKindOf "Wheeled_APC"}}}) exitWith {
|
||||
TRACE_1("Player in a enclosed vehicle","");
|
||||
[false, [1,1,1,0]]
|
||||
};
|
||||
@ -93,29 +60,38 @@ TRACE_1("Player is on foot or in an open vehicle","");
|
||||
// @todo: Illumination flares (timed)
|
||||
|
||||
// Using chemlights
|
||||
_nearObjects = (_unit nearObjects ["SmokeShell", 4]) select {alive _x && {toLower typeOf _x in ["chemlight_red", "chemlight_green", "chemlight_blue", "chemlight_yellow"]}};
|
||||
private _nearObjects = (_unit nearObjects ["Chemlight_base", 4]) select {alive _x};
|
||||
|
||||
if (count (_nearObjects) > 0) then {
|
||||
_light = _nearObjects select 0;
|
||||
|
||||
_ll = (1 - ((((_unit distance _light) - 2)/2) max 0)) * 0.4;
|
||||
if (_ll > _lightLevel) then {
|
||||
_flareTint = switch (toLower typeOf _light) do {
|
||||
case "chemlight_red" : {[1,0,0,1]};
|
||||
case "chemlight_green" : {[0,1,0,1]};
|
||||
case "chemlight_blue" : {[0,0,1,1]};
|
||||
case "chemlight_yellow" : {[1,1,0,1]};
|
||||
};
|
||||
_lightTint = [_lightTint, _flareTint, (_ll - _lightLevel)/(1 - _lightLevel)] call _fnc_blendColor;
|
||||
_lightLevel = _ll;
|
||||
if !(_nearObjects isEqualTo []) then {
|
||||
private _nearestlight = _nearObjects select 0;
|
||||
private _lightLevelTemp = (1 - ((((_unit distance _nearestlight) - 2) / 2) max 0)) * 0.4;
|
||||
if (_lightLevelTemp > _lightLevel) then {
|
||||
private _flareTint = getArray (configFile >> "CfgLights" >> (getText (configFile >> (getText (configFile >> "CfgAmmo" >> typeOf _nearestlight >> "EffectsSmoke")) >> "Light1" >> "type")) >> "color");
|
||||
_lightTint = [_lightTint, _flareTint, (_lightLevelTemp - _lightLevel) / (1 - _lightLevel)] call _fnc_blendColor;
|
||||
_lightLevel = _lightLevelTemp;
|
||||
TRACE_1("player near chemlight","");
|
||||
};
|
||||
};
|
||||
|
||||
// Do not obscure the map if the ambient light level is above 0.95
|
||||
if (_lightLevel > 0.95) exitWith {
|
||||
[false, [0.5,0.5,0.5,0]]
|
||||
[false, [1,1,1,0]]
|
||||
};
|
||||
|
||||
// Calculate resulting map color
|
||||
[true, [_lightTint, _lightLevel] call _fnc_calcColor]
|
||||
// Calculate resulting map color from tint and light level
|
||||
private _halfLight = _lightLevel / 0.5;
|
||||
|
||||
private _finalLevel = if (_lightLevel < 0.5) then {
|
||||
[(_lightTint select 0) * _halfLight,
|
||||
(_lightTint select 1) * _halfLight,
|
||||
(_lightTint select 2) * _halfLight,
|
||||
(_lightTint select 3) * (1 - _lightLevel)]
|
||||
} else {
|
||||
_halfLight = (_lightLevel - 0.5) / 0.5;
|
||||
[(_lightTint select 0) * (1 - _halfLight) + _halfLight,
|
||||
(_lightTint select 1) * (1 - _halfLight) + _halfLight,
|
||||
(_lightTint select 2) * (1 - _halfLight) + _halfLight,
|
||||
(_lightTint select 3) * (1 - _lightLevel)]
|
||||
};
|
||||
|
||||
[true, _finalLevel]
|
||||
|
@ -12,15 +12,14 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_grids", "_fourSize", "_sixSize", "_continue", "_size", "_i"];
|
||||
_grids = (configFile >> "CfgWorlds" >> worldName >> "Grid");
|
||||
_fourSize = -1;
|
||||
_sixSize = -1;
|
||||
private _grids = (configFile >> "CfgWorlds" >> worldName >> "Grid");
|
||||
private _fourSize = -1;
|
||||
private _sixSize = -1;
|
||||
for "_i" from 1 to 10 do {
|
||||
_continue = false;
|
||||
private _continue = false;
|
||||
if (isClass(_grids >> format["Zoom%1", _i])) then {
|
||||
_continue = true;
|
||||
_size = getText(_grids >> format["Zoom%1", _i] >> "formatX");
|
||||
private _size = getText(_grids >> format["Zoom%1", _i] >> "formatX");
|
||||
if ((count toArray(_size)) == 2) then {
|
||||
_fourSize = getNumber(_grids >> format["Zoom%1", _i] >> "zoomMax");
|
||||
};
|
||||
|
@ -3,37 +3,44 @@
|
||||
* Add or remove global flashlight glow for when player is looking at map.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Flashlight classname ("" for off) <STRING>
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Flashlight classname ("" for off) <STRING>
|
||||
* 2: Set the PVAR? <BOOL> (default: true)
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
* Glow object <OBJECT>
|
||||
*
|
||||
* Example:
|
||||
* ["ACE_Flashlight_MX991"] call ace_map_fnc_flashlightGlow;
|
||||
* [ACE_player, "ACE_Flashlight_MX991"] call ace_map_fnc_flashlightGlow;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_light", "_color", "_class"];
|
||||
params ["_flashlight"];
|
||||
params ["_unit", "_flashlightType", ["_set", true]];
|
||||
|
||||
_light = GVAR(glow);
|
||||
if (!isNull _light) then {
|
||||
detach _light;
|
||||
deleteVehicle _light;
|
||||
private _unitLight = _unit getVariable [QGVAR(flashlight), ["", objNull]];
|
||||
_unitLight params ["_flashlight", "_glow"];
|
||||
|
||||
if (!isNull _glow) then {
|
||||
detach _glow;
|
||||
deleteVehicle _glow;
|
||||
};
|
||||
|
||||
if (_flashlight != "") then {
|
||||
_color = getText (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Colour");
|
||||
if !(_color in ["white", "red", "green", "blue", "yellow"]) then {_color = "white"};
|
||||
_class = format["ACE_FlashlightProxy_%1", _color];
|
||||
if !(_flashlightType isEqualTo "") then {
|
||||
private _color = getText (configFile >> "CfgWeapons" >> _flashlightType >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Colour");
|
||||
if !(_color in ["white", "red", "green", "blue", "yellow", "orange"]) then {_color = "white"};
|
||||
private _class = format ["ACE_FlashlightProxy_%1", _color];
|
||||
|
||||
_light = _class createVehicle [0,0,0];
|
||||
_light attachTo [ACE_player, [0,0.1,-0.05], "neck"];
|
||||
_glow = _class createVehicle [0,0,0];
|
||||
_glow attachTo [_unit, [0,0.1,-0.05], "neck"];
|
||||
} else {
|
||||
_light = objNull;
|
||||
_glow = objNull;
|
||||
};
|
||||
|
||||
GVAR(glow) = _light;
|
||||
if (_set) then {
|
||||
_unit setVariable [QGVAR(flashlight), [_flashlight, _glow], true];
|
||||
};
|
||||
|
||||
_glow
|
||||
|
@ -21,8 +21,8 @@ params ["_unit"];
|
||||
private _flashlights = [];
|
||||
|
||||
{
|
||||
if ((isText (configFile >> "CfgWeapons" >> _x >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Colour")) && !(_x in _flashlights)) then {
|
||||
_flashlights pushBack _x;
|
||||
if (isText (configFile >> "CfgWeapons" >> _x >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Colour")) then {
|
||||
_flashlights pushBackUnique _x;
|
||||
};
|
||||
} forEach (items _unit);
|
||||
|
||||
|
@ -1,48 +1,47 @@
|
||||
/*
|
||||
* Author: voiper
|
||||
* Draw nearby lighting and sexy flashlight beams on main map.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Map control <CONTROL>
|
||||
* 1: Map zoom level <NUMBER>
|
||||
* 2: Current map centre <ARRAY>
|
||||
* 3: Light level from ace_map_fnc_determineMapLight <ARRAY>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
* Author: voiper
|
||||
* Draw nearby lighting and sexy flashlight beams on main map.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Map control <CONTROL>
|
||||
* 1: Map zoom level <NUMBER>
|
||||
* 2: Current map centre <ARRAY>
|
||||
* 3: Light level from ace_map_fnc_determineMapLight <ARRAY>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_hmd", "_flashlight", "_screenSize", "_realViewPortY", "_realViewPortX", "_fillTex", "_colourAlpha", "_shadeAlpha", "_colourList", "_maxColour"];
|
||||
params ["_mapCtrl", "_mapScale", "_mapCentre", "_lightLevel"];
|
||||
|
||||
_hmd = hmd ACE_player;
|
||||
_flashlight = GVAR(flashlightInUse);
|
||||
private _unitLight = ACE_player getVariable [QGVAR(flashlight), ["", objNull]];
|
||||
_unitLight params ["_flashlight", ""];
|
||||
|
||||
//map width (on screen) in pixels
|
||||
_screenSize = 640 * safeZoneWAbs;
|
||||
private _screenSize = 640 * safeZoneWAbs;
|
||||
|
||||
//resolution params (every frame in case resolution change)
|
||||
getResolution params ["_resX", "_resY", "_viewPortX", "_viewPortY", "", "_uiScale"];
|
||||
|
||||
//engine rounds the viewport ratios, when they should be fractions; this can cause problems
|
||||
_realViewPortY = _resY * _uiScale;
|
||||
_realViewPortX = _realViewPortY * 4/3;
|
||||
private _realViewPortY = _resY * _uiScale;
|
||||
private _realViewPortX = _realViewPortY * 4/3;
|
||||
|
||||
//textures
|
||||
_fillTex = "#(rgb,8,8,3)color(0,0,0,1)";
|
||||
private _fillTex = "#(rgb,8,8,3)color(0,0,0,1)";
|
||||
|
||||
//colour/alpha
|
||||
_lightLevel params ["_r", "_g", "_b", "_a"];
|
||||
_colourAlpha = (_r + _g + _b) min _a;
|
||||
_shadeAlpha = _a;
|
||||
private _colourAlpha = (_r + _g + _b) min _a;
|
||||
private _shadeAlpha = _a;
|
||||
|
||||
_colourList = [_r, _g, _b];
|
||||
private _colourList = [_r, _g, _b];
|
||||
_colourList sort false;
|
||||
_maxColour = _colourList select 0;
|
||||
private _maxColour = _colourList select 0;
|
||||
|
||||
//ambient colour fill
|
||||
_mapCtrl drawIcon [format["#(rgb,8,8,3)color(%1,%2,%3,1)", _r / _maxColour, _g / _maxColour, _b / _maxColour], [1,1,1,_colourAlpha], _mapCentre, _screenSize, _screenSize, 0, "", 0];
|
||||
@ -51,22 +50,19 @@ if (_flashlight == "") then {
|
||||
//ambient shade fill
|
||||
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], _mapCentre, _screenSize, _screenSize, 0, "", 0];
|
||||
} else {
|
||||
private ["_mousePos", "_colour", "_size", "_flashTex", "_beamSize", "_viewPortRatioFixY", "_offsetX", "_offsetYDown", "_offsetYUp"];
|
||||
//mouse pos
|
||||
_mousePos = GVAR(mousePos);
|
||||
private _mousePos = GVAR(mousePos);
|
||||
|
||||
//flashlight settings
|
||||
_colour = getText (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Colour");
|
||||
if !(_colour in ["white", "red", "green", "blue", "yellow"]) then {_colour = "white"};
|
||||
_size = getNumber (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Size");
|
||||
_flashTex = format[QUOTE(PATHTOF_SYS(ace,flashlights,UI\Flashlight_Beam_%1_ca.paa)), _colour];
|
||||
_beamSize = (safeZoneW/safeZoneWAbs) * _screenSize / _size;
|
||||
private _cfg = (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight");
|
||||
private _size = getNumber (_cfg >> "ACE_Flashlight_Size");
|
||||
private _flashTex = getText (_cfg >> "ACE_Flashlight_Beam");
|
||||
private _beamSize = (safeZoneW/safeZoneWAbs) * _screenSize / _size;
|
||||
|
||||
//after 5x zoom, it's simulated to be fixed (it actually gets bigger relative to zoom)
|
||||
if (_mapScale < 0.2) then {_beamSize = _beamSize / (_mapScale * (1 / 0.2))};
|
||||
|
||||
//assign corrective ratio to fix sub-pixel gaps/overlaps (symptom of viewport * X/Y resolution rounding)
|
||||
_viewPortRatioFixY = if (_realViewPortY != _viewPortY) then {
|
||||
private _viewPortRatioFixY = if (_realViewPortY != _viewPortY) then {
|
||||
_realViewPortX / (_realViewPortY / _viewPortY * _viewPortX)
|
||||
} else {
|
||||
if (_realViewPortX != _viewPortX) then {
|
||||
@ -77,10 +73,10 @@ if (_flashlight == "") then {
|
||||
};
|
||||
|
||||
//offset the elements
|
||||
_offsetX = _mapScale * GVAR(worldSize) * (_screenSize * 2 + _beamSize);
|
||||
_offsetYDown = _mapScale * GVAR(worldSize) * (_screenSize + _beamSize) * _viewPortRatioFixY;
|
||||
private _offsetX = _mapScale * GVAR(worldSize) * (_screenSize * 2 + _beamSize);
|
||||
private _offsetYDown = _mapScale * GVAR(worldSize) * (_screenSize + _beamSize) * _viewPortRatioFixY;
|
||||
//up is bigger because of a potential exploit
|
||||
_offsetYUp = _mapScale * GVAR(worldSize) * (_screenSize * 4 + _beamSize) * _viewPortRatioFixY;
|
||||
private _offsetYUp = _mapScale * GVAR(worldSize) * (_screenSize * 4 + _beamSize) * _viewPortRatioFixY;
|
||||
|
||||
//draw the matrix /whoa
|
||||
_mapCtrl drawIcon [_flashTex, [1,1,1,_shadeAlpha], _mousePos, _beamSize, _beamSize, 0, "", 0]; //centre beam
|
||||
|
@ -1,25 +1,39 @@
|
||||
/*
|
||||
* Author: voioper
|
||||
* Switch flashlight.
|
||||
* Switch flashlight on/off.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Flashlight classname ("" for off) <STRING>
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: New flashlight classname ("" for off) <STRING>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* ["ACE_Flashlight_MX991"] call ace_map_fnc_switchFlashlight;
|
||||
* [ACE_player, "ACE_Flashlight_MX991"] call ace_map_fnc_switchFlashlight;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
params ["_flashlight"];
|
||||
params ["_unit", "_newFlashlight"];
|
||||
|
||||
private _unitLight = _unit getVariable [QGVAR(flashlight), ["", objNull]];
|
||||
_unitLight params ["_flashlight", "_glow"];
|
||||
|
||||
GVAR(flashlightInUse) = _flashlight;
|
||||
if (GVAR(mapGlow)) then {
|
||||
[GVAR(flashlightInUse)] call FUNC(flashlightGlow);
|
||||
// we don't want to set the PVAR twice in a row, so tell this func not to set it
|
||||
_glow = [_unit, _newFlashlight, false] call FUNC(flashlightGlow);
|
||||
};
|
||||
playSound QGVAR(flashlightClick);
|
||||
|
||||
private _config = (configFile >> "CfgWeapons");
|
||||
|
||||
if (
|
||||
(getNumber (_config >> _newFlashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Sound") > 0) ||
|
||||
{getNumber (_config >> _flashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Sound") > 0}
|
||||
) then {
|
||||
playSound QGVAR(flashlightClick);
|
||||
};
|
||||
|
||||
_unit setVariable [QGVAR(flashlight), [_newFlashlight, _glow], true];
|
||||
|
@ -1,25 +1,25 @@
|
||||
/*
|
||||
* Author: Rocko and esteldunedain
|
||||
* On map draw, updates the effects
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
* Author: Rocko and esteldunedain
|
||||
* On map draw, updates the effects
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
private ["_mapCtrl", "_mapScale", "_mapCentre", "_light"];
|
||||
_mapCtrl = findDisplay 12 displayCtrl 51;
|
||||
_mapScale = ctrlMapScale _mapCtrl;
|
||||
_mapCentre = _mapCtrl ctrlMapScreenToWorld [0.5, 0.5];
|
||||
|
||||
params ["_mapCtrl"];
|
||||
private _mapScale = ctrlMapScale _mapCtrl;
|
||||
private _mapCentre = _mapCtrl ctrlMapScreenToWorld [0.5, 0.5];
|
||||
|
||||
if (GVAR(mapIllumination)) then {
|
||||
//get nearby lighting
|
||||
_light = [[ACE_player], FUNC(determineMapLight), missionNamespace, QGVAR(mapLight), 0.1] call EFUNC(common,cachedCall);
|
||||
private _light = [[ACE_player], FUNC(determineMapLight), missionNamespace, QGVAR(mapLight), 0.1] call EFUNC(common,cachedCall);
|
||||
|
||||
_light params ["_applyLighting", "_lightLevel"];
|
||||
|
||||
@ -29,10 +29,9 @@ if (GVAR(mapIllumination)) then {
|
||||
};
|
||||
|
||||
if (GVAR(mapShake)) then {
|
||||
private ["_speed","_amplitude", "_time", "_shakePos"];
|
||||
|
||||
// Only shake map while moving on foot
|
||||
_speed = 0;
|
||||
private _speed = 0;
|
||||
if (vehicle ACE_player == ACE_player) then {
|
||||
_speed = vectorMagnitude (velocity ACE_player);
|
||||
};
|
||||
@ -41,10 +40,10 @@ if (GVAR(mapShake)) then {
|
||||
if (_speed > 0.1) then {
|
||||
if (ctrlMapAnimDone _mapCtrl) then {
|
||||
|
||||
_amplitude = (_speed - 0.1) / 5 * (1000 * _mapScale);
|
||||
_time = 0.1;
|
||||
private _amplitude = (_speed - 0.1) / 5 * (1000 * _mapScale);
|
||||
private _time = 0.1;
|
||||
|
||||
_shakePos = [(GVAR(lastStillPosition) select 0) + sin((CBA_missionTime + _time - GVAR(lastStillTime))*100) * _amplitude * 0.25,
|
||||
private _shakePos = [(GVAR(lastStillPosition) select 0) + sin((CBA_missionTime + _time - GVAR(lastStillTime))*100) * _amplitude * 0.25,
|
||||
(GVAR(lastStillPosition) select 1) + sin((CBA_missionTime + _time - GVAR(lastStillTime))*260) * _amplitude];
|
||||
|
||||
_mapCtrl ctrlMapAnimAdd [_time, _mapScale, _shakePos];
|
||||
|
Loading…
Reference in New Issue
Block a user