/* * Author: BaerMitUmlaut * Handles any visual effects of medical. * Note: Heart beat sounds run in a different PFH - see fnc_effectHeartBeat. * * Arguments: * None * * Return Value: * None */ #include "script_component.hpp" if (EGVAR(common,OldIsCamera) || {!alive ACE_player}) exitWith { [false, 0] call FUNC(effectUnconscious); [false] call FUNC(effectPain); [false] call FUNC(effectBloodVolume); [false] call FUNC(effectBleeding); }; BEGIN_COUNTER(handleEffects); // - Current state info ------------------------------------------------------- private _bleedingStrength = [ACE_player] call EFUNC(medical,getBloodloss); private _bloodVolume = ACE_player getVariable [QEGVAR(medical,bloodVolume), DEFAULT_BLOOD_VOLUME]; private _unconscious = ACE_player getVariable [QEGVAR(medical,isUnconscious), false]; private _heartRate = ACE_player getVariable [QEGVAR(medical,heartRate), DEFAULT_HEART_RATE]; private _pain = [ACE_player] call EFUNC(medical,getPainLevel); if ((!GVAR(heartBeatEffectRunning)) && {_heartRate != 0} && {(_heartRate > 160) || {_heartRate < 60}}) then { TRACE_1("Starting heart beat effect",_heartRate); GVAR(heartBeatEffectRunning) = true; [] call FUNC(effectHeartBeat); }; // - Visual effects ----------------------------------------------------------- [_unconscious, 2] call FUNC(effectUnconscious); [ true, linearConversion [BLOOD_VOLUME_CLASS_2_HEMORRHAGE, BLOOD_VOLUME_CLASS_4_HEMORRHAGE, _bloodVolume, 0, 1, true] ] call FUNC(effectBloodVolume); if (!_unconscious) then { [true, _pain] call FUNC(effectPain); }; [true, _bleedingStrength] call FUNC(effectBleeding); END_COUNTER(handleEffects);