#include "script_component.hpp" [QEGVAR(medical,injured), { params ["_unit", "_painLevel"]; [_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call FUNC(playInjuredSound); if (hasInterface && {_unit == ace_player}) then { [true] call FUNC(handleEffects); }; }] call CBA_fnc_addEventHandler; [QEGVAR(medical,moan), { params ["_unit", "_painLevel"]; [_unit, "moan", PAIN_TO_MOAN(_painLevel)] call FUNC(playInjuredSound); }] call CBA_fnc_addEventHandler; if (!hasInterface) exitWith {}; [QEGVAR(medical,fracture), { params ["_unit"]; if (_unit == ACE_player) then { playSound SND_FRACTURE; }; }] call CBA_fnc_addEventHandler; GVAR(nextFadeIn) = 0; GVAR(heartBeatEffectRunning) = false; GVAR(lastHeartBeatSound) = 0; GVAR(bloodTickCounter) = 0; [false] call FUNC(initEffects); [true] call FUNC(handleEffects); [FUNC(handleEffects), 1, false] call CBA_fnc_addPerFrameHandler; ["ace_unconscious", { params ["_unit", "_unconscious"]; if (_unit != ACE_player) exitWith {}; TRACE_1("player unconscious eh",_unconscious); if (_unconscious && {cameraView == "GUNNER"} && {(vehicle _unit) != _unit} && {cameraOn == vehicle _unit}) then { TRACE_2("exiting gunner view",cameraOn,cameraView); ACE_player switchCamera "INTERNAL"; }; [!_unconscious, _unit] call EFUNC(common,setVolume); // Greatly reduce player's hearing ability while unconscious (affects radio addons) private _volume = missionNamespace getVariable [QEGVAR(hearing,unconsciousnessVolume), VOL_UNCONSCIOUS]; [QUOTE(ADDON), _volume, _unconscious] call EFUNC(common,setHearingCapability); [_unconscious, 1] call FUNC(effectUnconscious); [true] call FUNC(handleEffects); ["unconscious", _unconscious] call EFUNC(common,setDisableUserInputStatus); }] call CBA_fnc_addEventHandler; // Reset volume upon death for spectators [QEGVAR(medical,death), { params ["_unit"]; if (_unit != ACE_player) exitWith {}; // Players always able to hear for any systems that might run while dead (e.g. spectator) [true, _unit] call EFUNC(common,setVolume); [QUOTE(ADDON), 1, false] call EFUNC(common,setHearingCapability); }] call CBA_fnc_addEventHandler; // Update effects to match new unit's current status (this also handles respawn) ["unit", { params ["_new"]; private _status = IS_UNCONSCIOUS(_new); [!_status, _new] call EFUNC(common,setVolume); private _volume = missionNamespace getVariable [QEGVAR(hearing,unconsciousnessVolume), VOL_UNCONSCIOUS]; [QUOTE(ADDON), _volume, _status] call EFUNC(common,setHearingCapability); [true] call FUNC(handleEffects); ["unconscious", _status] call EFUNC(common,setDisableUserInputStatus); }] call CBA_fnc_addPlayerEventHandler; // Update effects for featureCamera (curator, arsenal, etc) ["featureCamera", { params ["_unit", "_newCamera"]; [true] call FUNC(handleEffects); private _volume = missionNamespace getVariable [QEGVAR(hearing,unconsciousnessVolume), VOL_UNCONSCIOUS]; if (_newCamera == "") then { // switched back to player view private _status = IS_UNCONSCIOUS(_unit); [!_status, _unit] call EFUNC(common,setVolume); [QUOTE(ADDON), _volume, _status] call EFUNC(common,setHearingCapability); ["unconscious", _status] call EFUNC(common,setDisableUserInputStatus); } else { // camera view [true, _unit] call EFUNC(common,setVolume); [QUOTE(ADDON), 1, false] call EFUNC(common,setHearingCapability); ["unconscious", false] call EFUNC(common,setDisableUserInputStatus); }; }] call CBA_fnc_addPlayerEventHandler; // Forced say3D [QGVAR(forceSay3D), { params ["_unit", "_sound", "_distance"]; if (ACE_player distance _unit > _distance) exitWith {}; if (vehicle _unit == _unit) then { // say3D waits for the previous sound to finish, so use a dummy instead private _dummy = "#dynamicsound" createVehicleLocal [0, 0, 0]; _dummy attachTo [_unit, [0, 0, 0], "camera"]; _dummy say3D [_sound, _distance, 1, false]; [{ detach _this; deleteVehicle _this; }, _dummy, 5] call CBA_fnc_waitAndExecute; } else { // Fallback: attachTo doesn't work within vehicles _unit say3D [_sound, _distance, 1, false]; }; }] call CBA_fnc_addEventHandler; // Kill vanilla bleeding feedback effects. #ifdef DISABLE_VANILLA_DAMAGE_EFFECTS TRACE_1("disabling vanilla bleeding feedback effects",_this); [{ {isNil _x} count [ "BIS_fnc_feedback_damageCC", "BIS_fnc_feedback_damageRadialBlur", "BIS_fnc_feedback_damageBlur" ] == 0 }, { { ppEffectDestroy _x; } forEach [ BIS_fnc_feedback_damageCC, BIS_fnc_feedback_damageRadialBlur, BIS_fnc_feedback_damageBlur ]; }] call CBA_fnc_waitUntilAndExecute; #endif