/* * Author: BaerMitUmlaut * Handles any audible, visual and physical effects of fatigue. * * Arguments: * 0: Unit * 1: Fatigue * 2: Speed * 3: Overexhausted * * Return Value: * None * * Example: * [_player, 0.5, 3.3, true] call ace_advanced_fatigue_fnc_handleEffects * * Public: No */ #include "script_component.hpp" params ["_unit", "_fatigue", "_speed", "_overexhausted"]; #ifdef DEBUG_MODE_FULL systemChat str _fatigue; systemChat str vectorMagnitude velocity _unit; #endif // - Audible effects ---------------------------------------------------------- GVAR(lastBreath) = GVAR(lastBreath) + 1; if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater _unit}) then { switch (true) do { case (_fatigue < 0.6): { playSound (QGVAR(breathLow) + str(floor random 6)); }; case (_fatigue < 0.85): { playSound (QGVAR(breathMid) + str(floor random 6)); }; default { playSound (QGVAR(breathMax) + str(floor random 6)); }; }; GVAR(lastBreath) = 0; }; // - Visual effects ----------------------------------------------------------- GVAR(ppeBlackoutLast) = GVAR(ppeBlackoutLast) + 1; if (GVAR(ppeBlackoutLast) == 1) then { GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]]; GVAR(ppeBlackout) ppEffectCommit 1; } else { if (_fatigue > 0.85) then { if (GVAR(ppeBlackoutLast) > (100 - _fatigue * 100) / 3) then { GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2,2,0,0,0,0.1,0.5]]; GVAR(ppeBlackout) ppEffectCommit 1; GVAR(ppeBlackoutLast) = 0; }; }; }; // - Physical effects --------------------------------------------------------- if (GVAR(isSwimming)) exitWith { _unit setAnimSpeedCoef linearConversion [0.7, 0.9, _fatigue, 1, 0.5, true]; if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then { [_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); } else { if ((!isSprintAllowed _unit) && {_fatigue < 0.7}) then { [_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); }; }; }; if ((getAnimSpeedCoef _unit) != 1) then { _unit setAnimSpeedCoef 1; }; if (_overexhausted) then { [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); } else { if (isForcedWalk _unit && {_fatigue < 0.7}) then { [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); } else { if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then { [_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); } else { if ((!isSprintAllowed _unit) && {_fatigue < 0.6}) then { [_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); }; }; }; }; switch (stance _unit) do { case ("CROUCH"): { _unit setCustomAimCoef (1.0 + _fatigue ^ 2 * 0.1); }; case ("PRONE"): { _unit setCustomAimCoef (1.0 + _fatigue ^ 2 * 2.0); }; default { _unit setCustomAimCoef (1.5 + _fatigue ^ 2 * 3.0); }; };