/* * Author: KoffeinFlummi, Glowbal * Does the blood screen effect, just like BIS_fnc_bloodeffect, but in non-sheduled environment. * * Arguments: * 0: Effect multiplier * * Return Value: * None * * Public: Yes */ #include "script_component.hpp" params ["_bloodRemaining"]; disableSerialization; // get already existing controls, or create them private ["_fxBloodControls", "_bloodCtrl1", "_bloodCtrl2", "_bloodCtrl3"]; _fxBloodControls = GETUVAR(GVAR(FXBloodControls),[]); if (count _fxBloodControls != 3) then { _bloodCtrl1 = findDisplay 46 ctrlCreate ["RscPicture", -1]; _bloodCtrl2 = findDisplay 46 ctrlCreate ["RscPicture", -1]; _bloodCtrl3 = findDisplay 46 ctrlCreate ["RscPicture", -1]; // set their textures, screen position etc. _bloodCtrl1 ctrlSetText "A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_lower_ca.paa"; _bloodCtrl2 ctrlSetText "A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_middle_ca.paa"; _bloodCtrl3 ctrlSetText "A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_upper_ca.paa"; // positions are from config private _ctrlPosition = [ ((0 * safezoneW) + safezoneX) + ((safezoneW - (2.125 * safezoneW * 3/4)) / 2), (-0.0625 * safezoneH) + safezoneY, 2.125 * safezoneW * 3/4, 1.125 * safezoneH ]; _bloodCtrl1 ctrlSetPosition _ctrlPosition; _bloodCtrl2 ctrlSetPosition _ctrlPosition; _bloodCtrl3 ctrlSetPosition _ctrlPosition; _fxBloodControls = [_bloodCtrl1, _bloodCtrl2, _bloodCtrl3]; SETUVAR(GVAR(FXBloodControls),_fxBloodControls); } else { _bloodCtrl1 = _fxBloodControls select 0; _bloodCtrl2 = _fxBloodControls select 1; _bloodCtrl3 = _fxBloodControls select 2; }; // reset everything _bloodCtrl1 ctrlSetFade 1; _bloodCtrl2 ctrlSetFade 1; _bloodCtrl3 ctrlSetFade 1; _bloodCtrl1 ctrlCommit 0; _bloodCtrl2 ctrlCommit 0; _bloodCtrl3 ctrlCommit 0; if (_bloodRemaining < 5) exitWith { // nothing }; if (_bloodRemaining < 25) exitWith { _bloodCtrl1 ctrlSetFade 0.2; _bloodCtrl1 ctrlCommit 0.2; [{ (_this select 0) ctrlSetFade 1; (_this select 0) ctrlCommit 0.8; }, _fxBloodControls, 0.7] call CBA_fnc_waitAndExecute; }; if (_bloodRemaining < 40) exitWith { _bloodCtrl1 ctrlSetFade 0.2; _bloodCtrl2 ctrlSetFade 0.85; _bloodCtrl1 ctrlCommit 0.2; _bloodCtrl2 ctrlCommit 0.2; [{ (_this select 0) ctrlSetFade 1; (_this select 1) ctrlSetFade 1; (_this select 1) ctrlCommit 1; }, _fxBloodControls, 0.7] call CBA_fnc_waitAndExecute; [{ (_this select 0) ctrlCommit 0.8; }, _fxBloodControls, 1.2] call CBA_fnc_waitAndExecute; }; if (_bloodRemaining < 55) exitWith { _bloodCtrl1 ctrlSetFade 0.2; _bloodCtrl2 ctrlSetFade 0.7; _bloodCtrl1 ctrlCommit 0.2; _bloodCtrl2 ctrlCommit 0.2; [{ (_this select 0) ctrlSetFade 1; (_this select 1) ctrlSetFade 1; (_this select 2) ctrlSetFade 1; (_this select 1) ctrlCommit 1; }, _fxBloodControls, 0.7] call CBA_fnc_waitAndExecute; [{ (_this select 0) ctrlCommit 0.8; }, _fxBloodControls, 1.2] call CBA_fnc_waitAndExecute; }; if (_bloodRemaining < 70) exitWith { _bloodCtrl1 ctrlSetFade 0.2; _bloodCtrl2 ctrlSetFade 0.7; _bloodCtrl3 ctrlSetFade 0.85; _bloodCtrl1 ctrlCommit 0.2; _bloodCtrl2 ctrlCommit 0.2; _bloodCtrl3 ctrlCommit 0.2; [{ (_this select 0) ctrlSetFade 1; (_this select 1) ctrlSetFade 1; (_this select 2) ctrlSetFade 1; (_this select 2) ctrlCommit 1.5; }, _fxBloodControls, 0.7] call CBA_fnc_waitAndExecute; [{ (_this select 1) ctrlCommit 1; }, _fxBloodControls, 1.7] call CBA_fnc_waitAndExecute; [{ (_this select 0) ctrlCommit 0.8; }, _fxBloodControls, 2.2] call CBA_fnc_waitAndExecute; }; //default _bloodCtrl1 ctrlSetFade 0.2; _bloodCtrl2 ctrlSetFade 0.7; _bloodCtrl3 ctrlSetFade 0.7; _bloodCtrl1 ctrlCommit 0.2; _bloodCtrl2 ctrlCommit 0.2; _bloodCtrl3 ctrlCommit 0.2; [{ (_this select 0) ctrlSetFade 1; (_this select 1) ctrlSetFade 1; (_this select 2) ctrlSetFade 1; (_this select 2) ctrlCommit 1.5; }, _fxBloodControls, 0.7] call CBA_fnc_waitAndExecute; [{ (_this select 1) ctrlCommit 1; }, _fxBloodControls, 1.7] call CBA_fnc_waitAndExecute; [{ (_this select 0) ctrlCommit 0.8; }, _fxBloodControls, 2.2] call CBA_fnc_waitAndExecute;