// ACE Medical System Visual Loop #include "script_component.hpp" GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3"]; GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"]; GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"]; ["ace_interactMenuClosed", {[objNull, false] call FUNC(displayPatientInformation); }] call CBA_fnc_addEventHandler; //Treatment EventHandlers: [QGVAR(actionCheckBloodPressureLocal), DFUNC(actionCheckBloodPressureLocal)] call CBA_fnc_addEventHandler; [QGVAR(actionCheckPulseLocal), DFUNC(actionCheckPulseLocal)] call CBA_fnc_addEventHandler; [QGVAR(addVitalLoop), DFUNC(addVitalLoop)] call CBA_fnc_addEventHandler; [QGVAR(addToMedicalLog), DFUNC(addToLog)] call CBA_fnc_addEventHandler; [QGVAR(addToTriageCard), DFUNC(addToTriageCard)] call CBA_fnc_addEventHandler; [QGVAR(setDead), DFUNC(setDead)] call CBA_fnc_addEventHandler; [QGVAR(setHitPointDamage), DFUNC(setHitPointDamage)] call CBA_fnc_addEventHandler; [QGVAR(setUnconscious), DFUNC(setUnconscious)] call CBA_fnc_addEventHandler; [QGVAR(treatmentAdvanced_bandageLocal), DFUNC(treatmentAdvanced_bandageLocal)] call CBA_fnc_addEventHandler; [QGVAR(treatmentAdvanced_CPRLocal), DFUNC(treatmentAdvanced_CPRLocal)] call CBA_fnc_addEventHandler; [QGVAR(treatmentAdvanced_fullHealLocal), DFUNC(treatmentAdvanced_fullHealLocal)] call CBA_fnc_addEventHandler; [QGVAR(treatmentAdvanced_medicationLocal), DFUNC(treatmentAdvanced_medicationLocal)] call CBA_fnc_addEventHandler; [QGVAR(treatmentBasic_bloodbagLocal), DFUNC(treatmentBasic_bloodbagLocal)] call CBA_fnc_addEventHandler; [QGVAR(treatmentBasic_morphineLocal), DFUNC(treatmentBasic_morphineLocal)] call CBA_fnc_addEventHandler; [QGVAR(treatmentIVLocal), DFUNC(treatmentIVLocal)] call CBA_fnc_addEventHandler; [QGVAR(treatmentTourniquetLocal), DFUNC(treatmentTourniquetLocal)] call CBA_fnc_addEventHandler; [QGVAR(actionPlaceInBodyBag), FUNC(actionPlaceInBodyBag)] call CBA_fnc_addEventHandler; //Handle Deleting Bodies and creating litter on Server: if (isServer) then { ["ace_placedInBodyBag", FUNC(serverRemoveBody)] call CBA_fnc_addEventHandler; [QGVAR(createLitterServer), FUNC(handleCreateLitter)] call CBA_fnc_addEventHandler; }; ["ace_unconscious", { params ["_unit", "_status"]; if (local _unit) then { if (_status) then { _unit setVariable ["tf_voiceVolume", 0, true]; _unit setVariable ["tf_unable_to_use_radio", true, true]; _unit setVariable ["acre_sys_core_isDisabled", true, true]; } else { _unit setVariable ["tf_voiceVolume", 1, true]; _unit setVariable ["tf_unable_to_use_radio", false, true]; _unit setVariable ["acre_sys_core_isDisabled", false, true]; }; }; }] call CBA_fnc_addEventHandler; // Initialize all effects if (hasInterface) then { _fnc_createEffect = { params ["_type", "_layer", "_default"]; private _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; // Initialize Other Variables GVAR(effectBlind) = false; GVAR(effectTimeBlood) = CBA_missionTime; // MAIN EFFECTS LOOP [{ private ["_bleeding", "_blood"]; // Zeus interface is open or player is dead; disable everything if (!(isNull curatorCamera) or !(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; ["unconscious", false] call EFUNC(common,setDisableUserInputStatus); }; // Unconsciousness effect if (ACE_player getVariable ["ACE_isUnconscious", false]) then { GVAR(effectUnconsciousCC) ppEffectEnable true; GVAR(effectUnconsciousRB) ppEffectEnable true; GVAR(effectBlind) = true; ["unconscious", true] call EFUNC(common,setDisableUserInputStatus); } else { GVAR(effectUnconsciousCC) ppEffectEnable false; GVAR(effectUnconsciousRB) ppEffectEnable false; ["unconscious", false] call EFUNC(common,setDisableUserInputStatus); if (GVAR(effectBlind)) then { _strength = 0.78 * (call EFUNC(common,ambientBrightness)); GVAR(effectBlindingCC) ppEffectEnable true; GVAR(effectBlindingCC) ppEffectAdjust [1,1,_strength, [1,1,1,0], [0,0,0,1], [0,0,0,0]]; GVAR(effectBlindingCC) ppEffectCommit 0; [{ GVAR(effectBlindingCC) ppEffectAdjust [1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]]; GVAR(effectBlindingCC) ppEffectCommit ((_this select 0) * 2); }, [_strength], 0.01, 0] call CBA_fnc_waitAndExecute; [{ GVAR(effectBlindingCC) ppEffectEnable false; }, [], (_strength * 2) + 0.5, 0] call CBA_fnc_waitAndExecute; GVAR(effectBlind) = false; }; }; _bleeding = [ACE_player] call FUNC(getBloodLoss); // Bleeding Indicator if (_bleeding > 0 and GVAR(effectTimeBlood) + 3.5 < CBA_missionTime) then { GVAR(effectTimeBlood) = CBA_missionTime; [600 * _bleeding] call FUNC(showBloodEffect); }; // Blood Volume Effect _blood = if (GVAR(level) < 2) then { (ACE_player getVariable [QGVAR(bloodVolume), 100]) / 100; } else { (((ACE_player getVariable [QGVAR(bloodVolume), 100]) - 60) max 0) / 40; }; 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; }; }, 0.5, []] call CBA_fnc_addPerFrameHandler; GVAR(lastHeartBeat) = CBA_missionTime; GVAR(lastHeartBeatSound) = CBA_missionTime; // HEARTRATE BASED EFFECTS [{ private ["_heartRate", "_interval", "_minTime", "_sound", "_strength", "_pain"]; _heartRate = ACE_player getVariable [QGVAR(heartRate), 70]; _pain = ACE_player getVariable [QGVAR(pain), 0]; if (GVAR(level) == 1) then { _heartRate = 60 + 40 * _pain; }; if (_heartRate <= 0) exitWith {}; _interval = 60 / (_heartRate min 40); if ((ACE_player getVariable ["ACE_isUnconscious", false])) then { if (GVAR(painEffectType) == 1) then { GVAR(effectPainCA) ppEffectEnable false; } else { GVAR(effectPainCC) ppEffectEnable false; }; } else { if ((CBA_missionTime > GVAR(lastHeartBeat) + _interval)) then { GVAR(lastHeartBeat) = CBA_missionTime; // Pain effect, no pain effect in zeus camera if (isNull curatorCamera) then { _strength = ((_pain - (ACE_player getVariable [QGVAR(painSuppress), 0])) max 0) min 1; _strength = _strength * (ACE_player getVariable [QGVAR(painCoefficient), GVAR(painCoefficient)]); if (GVAR(painEffectType) == 1) then { GVAR(effectPainCC) ppEffectEnable false; if (_pain > (ACE_player getVariable [QGVAR(painSuppress), 0]) && {alive ACE_player}) then { _strength = _strength * 0.15; GVAR(effectPainCA) ppEffectEnable true; GVAR(effectPainCA) ppEffectAdjust [_strength, _strength, false]; GVAR(effectPainCA) ppEffectCommit 0.01; [{ GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false]; GVAR(effectPainCA) ppEffectCommit (_this select 1); }, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call CBA_fnc_waitAndExecute; [{ GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false]; GVAR(effectPainCA) ppEffectCommit 0.01; }, [_strength * 0.7], _interval * 0.3, 0] call CBA_fnc_waitAndExecute; [{ GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false]; GVAR(effectPainCA) ppEffectCommit (_this select 1); }, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call CBA_fnc_waitAndExecute; } else { GVAR(effectPainCA) ppEffectEnable false; }; } else { GVAR(effectPainCA) ppEffectEnable false; if (_pain > (ACE_player getVariable [QGVAR(painSuppress), 0]) && {alive ACE_player}) then { _strength = _strength * 0.9; GVAR(effectPainCC) ppEffectEnable true; GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - _strength,1 - _strength,0,0,0,0.2,2]]; GVAR(effectPainCC) ppEffectCommit 0.01; [{ GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]]; GVAR(effectPainCC) ppEffectCommit (_this select 1); }, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call CBA_fnc_waitAndExecute; [{ GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]]; GVAR(effectPainCC) ppEffectCommit 0.01; }, [_strength * 0.7], _interval * 0.3, 0] call CBA_fnc_waitAndExecute; [{ GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]]; GVAR(effectPainCC) ppEffectCommit (_this select 1); }, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call CBA_fnc_waitAndExecute; } else { GVAR(effectPainCC) ppEffectEnable false; }; }; }; }; }; if (GVAR(level) >= 2 && {_heartRate > 0}) then { _minTime = 60 / _heartRate; if (CBA_missionTime - GVAR(lastHeartBeatSound) > _minTime) then { GVAR(lastHeartBeatSound) = CBA_missionTime; // Heart rate sound effect if (_heartRate < 60) then { _sound = GVAR(heartBeatSounds_Normal) select (random((count GVAR(heartBeatSounds_Normal)) -1)); playSound _sound; } else { if (_heartRate > 150) then { playSound "ACE_heartbeat_fast_2"; }; }; }; }; }, 0, []] call CBA_fnc_addPerFrameHandler; }; ["ace_settingsInitialized", { [ {(((_this select 0) getVariable [QGVAR(bloodVolume), 100]) < 65)}, {(((_this select 0) getVariable [QGVAR(pain), 0]) - ((_this select 0) getVariable [QGVAR(painSuppress), 0])) > 0.9}, {(([_this select 0] call FUNC(getBloodLoss)) > 0.25)}, {((_this select 0) getVariable [QGVAR(inReviveState), false])}, {((_this select 0) getVariable [QGVAR(inCardiacArrest), false])}, {((_this select 0) getVariable ["ACE_isDead", false])} ] call FUNC(addUnconsciousCondition); }] call CBA_fnc_addEventHandler; // Prevent all types of interaction while unconscious // @todo: probably remove this when CBA keybind hold key works properly ["isNotUnconscious", {!((_this select 0) getVariable ["ACE_isUnconscious", false])}] call EFUNC(common,addCanInteractWithCondition); // Item Event Handler ["loadout", FUNC(itemCheck)] call CBA_fnc_addPlayerEventHandler; if (hasInterface) then { ["ace_playerJIP", { INFO("JIP Medical init for player."); [player] call FUNC(init); }] call CBA_fnc_addEventHandler; };