#include "script_component.hpp" /* * Author: BaerMitUmlaut * Handles any visual effects of medical. * Note: Heart beat sounds run in a different PFH - see fnc_effectHeartBeat. * * Arguments: * 0: Manual, instant update (optional, default false) * * Return Value: * None * * Example: * [] call ace_medical_feedback_fnc_handleEffects * * Public: No */ params [["_manualUpdate", false]]; if (EGVAR(common,OldIsCamera) || {!alive ACE_player}) exitWith { [false, 0] call FUNC(effectUnconscious); [false] call FUNC(effectPain); [false] call FUNC(effectBloodVolume); [false] call FUNC(effectBloodVolumeIcon); [false] call FUNC(effectBleeding); GVAR(heartBeatEffectRunning) = false; }; BEGIN_COUNTER(handleEffects); // - Current state info ------------------------------------------------------- private _bleedingStrength = GET_BLOOD_LOSS(ACE_player); private _bloodVolume = GET_BLOOD_VOLUME(ACE_player); private _unconscious = IS_UNCONSCIOUS(ACE_player); private _heartRate = GET_HEART_RATE(ACE_player); private _pain = GET_PAIN_PERCEIVED(ACE_player); 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); [ true, ceil linearConversion [ BLOOD_VOLUME_CLASS_2_HEMORRHAGE, BLOOD_VOLUME_CLASS_4_HEMORRHAGE, _bloodVolume, ICON_BLOODVOLUME_IDX_MIN, ICON_BLOODVOLUME_IDX_MAX, true ] ] call FUNC(effectBloodVolumeIcon); [!_unconscious, _pain] call FUNC(effectPain); [!_unconscious, _bleedingStrength, _manualUpdate] call FUNC(effectBleeding); END_COUNTER(handleEffects);