First port of AGM's visual loop.

This commit is contained in:
KoffeinFlummi 2015-02-10 18:17:26 +01:00
parent fba44f490d
commit fe0eac7896

View File

@ -1,23 +1,131 @@
// ACE Medical System Visual Loop
#include "script_component.hpp"
if (!hasInterface) exitwith{};
//45 cutRsc [QGVAR(ScreenEffectsBlack),"PLAIN"];
GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
GVAR(playingHeartBeatSound) = false;
GVAR(effect_BloodLevel_CC) = ppEffectCreate ["ColorCorrections", 4208];
GVAR(effect_BloodLevel_CC) ppEffectForceInNVG true;
GVAR(effect_BloodLevel_CC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]];
GVAR(effect_BloodLevel_CC) ppEffectCommit 0;
// Initialize all effects
// @todo: make this a macro?
_fnc_createEffect = {
private ["_type", "_layer", "_default"];
_type = _this select 0;
_layer = _this select 1;
_default = _this select 2;
_effect = ppEffectCreate [_type, _layer];
_effect ppEffectForceInNVG true;
_effect ppEffectAdjust _default;
_effect ppEffectCommit 0;
_effect
};
GVAR(effectUnconsciousCC) = [
"ColorCorrections",
4201,
[1,1,0, [0,0,0,1], [0,0,0,0], [1,1,1,1], [0.4,0.4,0,0,0,0.1,0.3]]
] call _fnc_createEffect;
GVAR(effectUnconsciousRB) = [
"RadialBlur",
4202,
[0.01,0.01,0,0]
] call _fnc_createEffect;
GVAR(effectBlindingCC) = [
"ColorCorrections",
4203,
[1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]]
] call _fnc_createEffect;
GVAR(effectBloodVolumeCC) = [
"ColorCorrections",
4204,
[1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]]
] call _fnc_createEffect;
GVAR(effectPainCA) = [
"chromAberration",
4205,
[0, 0, false]
] call _fnc_createEffect;
GVAR(effectPainCC) = [
"ColorCorrections",
4206,
[1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1.3,1.3,0,0,0,0.2,2]]
] call _fnc_createEffect;
// @todo; what's this for?
GVAR(effectUnconsciousUnit) = objNull;
// Initialize Other Variables
GVAR(effectBlind) = false;
GVAR(effectTimeBlood) = time;
// TODO add settings to allow modification of what is being displayed.
[{
// Zeus interface is open; disable everything
if (!isNull (findDisplay 312)) exitWith {
GVAR(effectUnconsciousCC) ppEffectEnable false;
GVAR(effectUnconsciousRB) ppEffectEnable false;
GVAR(effectBlindingCC) ppEffectEnable false;
GVAR(effectBloodVolumeCC) ppEffectEnable false;
GVAR(effectPainCA) ppEffectEnable false;
GVAR(effectPainCC) ppEffectEnable false;
};
// Player is dead; disable everything and reenable input
if (!alive ACE_player) exitWith {
GVAR(effectUnconsciousCC) ppEffectEnable false;
GVAR(effectUnconsciousRB) ppEffectEnable false;
GVAR(effectBlindingCC) ppEffectEnable false;
GVAR(effectBloodVolumeCC) ppEffectEnable false;
GVAR(effectPainCA) ppEffectEnable false;
GVAR(effectPainCC) ppEffectEnable false;
[false] call EFUNC(common,disableUserInput); // @todo, only when disabled?
};
// @todo: merge the above?
// Unconsciousness effect
if (ACE_player getVariable [QGVAR(isUnconscious), false]) then {
GVAR(effectUnconsciousCC) ppEffectEnable true;
GVAR(effectUnconsciousRB) ppEffectEnable true;
GVAR(effectBlind) = true;
[true, true] call EFUNC(common,disableUserInput); // @todo, see above
} else {
GVAR(effectUnconsciousCC) ppEffectEnable false;
GVAR(effectUnconsciousRB) ppEffectEnable false;
[false] call EFUNC(common,disableUserInput); // @todo, see above
if (GVAR(effectBlind)) then {
// @todo: blinding effect on wakeup
};
};
// @todo: pain effect
// Bleeding Indicator
// @todo: redo this after initial release
if (damage ACE_player > 0.1 and GVAR(effectTimeBlood) + 6 < time) then {
GVAR(effectTimeBlood) = time;
[500 * damage ACE_player] call BIS_fnc_bloodEffect;
};
// Blood Volume Effect
_blood = AGM_player getVariable ["AGM_Blood", 100] / 100;
if (_blood > 0.99) then {
GVAR(effectBloodVolumeCC) ppEffectEnable false;
} else {
GVAR(effectBloodVolumeCC) ppEffectEnable true;
GVAR(effectBloodVolumeCC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,_blood], [0.2,0.2,0.2,0]];
GVAR(effectBloodVolumeCC) ppEffectCommit 0;
};
/*
private ["_unit","_bloodLoss", "_bloodVolume"];
_unit = ACE_player;
@ -97,5 +205,5 @@ GVAR(effectUnconsciousUnit) = objNull;
[true] call EFUNC(common,setVolume_f);
};
};
}, 0.5, [] ] call CBA_fnc_addPerFrameHandler;
*/
}, 0.5, [] ] call CBA_fnc_addPerFrameHandler;