/* * Author: KoffeinFlummi and esteldunedain * Calculates average g-forces and triggers g-effects * * Argument: * 0: Arguments * 1: pfh_id * * Return value: * None * * Public: No */ #include "script_component.hpp" private ["_interval", "_player", "_newVel", "_accel", "_currentGForce", "_average", "_sum", "_classCoef", "_suitCoef", "_gBlackOut", "_gRedOut", "_g", "_gBO", "_coef", "_strength"]; EXPLODE_2_PVT(_this,_params,_pfhId); _interval = time - GVAR(lastUpdateTime); // Update the g-forces at constant game time intervals if (_interval < INTERVAL) exitWith {}; if (isNull ACE_player) exitWith {}; if !(alive ACE_player) exitWith {}; GVAR(lastUpdateTime) = time; /*if !(vehicle ACE_player isKindOf "Air") exitWith { GVAR(GForces) = []; GVAR(GForces_Index) = 0; waitUntil {sleep 5; (vehicle _player isKindOf "Air") or ((getPos _player select 2) > 5)}; };*/ _newVel = velocity (vehicle ACE_player); _accel = ((_newVel vectorDiff GVAR(oldVel)) vectorMultiply (1 / INTERVAL)) vectorAdd [0, 0, 9.8]; _currentGForce = (_accel vectorDotProduct vectorUp (vehicle ACE_player)) / 9.8; // Cap maximum G's to +- 10 to avoid g-effects when the update is low fps. _currentGForce = (_currentGForce max -10) min 10; GVAR(GForces) set [GVAR(GForces_Index), _currentGForce]; GVAR(GForces_Index) = (GVAR(GForces_Index) + 1) % round (AVERAGEDURATION / INTERVAL); GVAR(oldVel) = _newVel; /* Source: https://github.com/KoffeinFlummi/AGM/issues/1774#issuecomment-70341573 * * For untrained people without g-suits: * GLOC: 5G for 6 s * RedOut: 2.5G for 6 s * * For trained jet pilots without g-suits: * GLOC: 9G for 6 s * RedOut: 4.5G * * For trained jet pilots with g-suits: * GLOC: 10.5G for 6 s * RedOut: 4.5G * * Effects and camera shake start 30% the limit value, and build gradually */ _average = 0; if (count GVAR(GForces) > 0) then { _sum = 0; { _sum = _sum + _x; } forEach GVAR(GForces); _average = _sum / (count GVAR(GForces)); }; _classCoef = ACE_player getVariable ["ACE_GForceCoef", getNumber (configFile >> "CfgVehicles" >> (typeOf ACE_player) >> "ACE_GForceCoef")]; _suitCoef = if ((uniform ACE_player) != "") then { getNumber (configFile >> "CfgWeapons" >> (uniform ACE_player) >> "ACE_GForceCoef") } else { 1 }; //Fix "Error Zero divisor" if (_classCoef == 0) then {_classCoef = 0.001}; if (_suitCoef == 0) then {_suitCoef = 0.001}; _gBlackOut = MAXVIRTUALG / _classCoef + MAXVIRTUALG / _suitCoef - MAXVIRTUALG; _gRedOut = MINVIRTUALG / _classCoef; ["GForces", [], {format ["_g _gBO _coef: %1, %2, %3", _average, _gBlackOut, 2 * ((1.0 - ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) ^ 2) max 0) ]}] call EFUNC(common,log); // @todo: Sort the interaction with medical if ((_average > _gBlackOut) and {isClass (configFile >> "CfgPatches" >> "ACE_Medical") and {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then { [ACE_player, true, (10 + floor(random 5))] call EFUNC(medical,setUnconscious); }; GVAR(GForces_CC) 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]]; if !(ACE_player getVariable ["ACE_isUnconscious", false]) then { if (_average > 0.30 * _gBlackOut) then { _strength = ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) max 0; GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]]; addCamShake [_strength, 1, 15]; } else { if (_average < -0.30 * _gRedOut) then { _strength = ((abs _average - 0.30 * _gRedOut) / (0.70 * _gRedOut)) max 0; GVAR(GForces_CC) ppEffectAdjust [1,1,0,[1,0.2,0.2,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]]; addCamShake [_strength / 1.5, 1, 15]; }; }; }; GVAR(GForces_CC) ppEffectCommit INTERVAL;