#include "script_component.hpp" /* * Author: Garth 'L-H' de Wet, commy2 * Determines whether to place dust on the goggles, based on calibre of weapon fired and other requirements. Called from the unified fired EH only for the local player. * * Arguments: * None. Parameters inherited from EFUNC(common,firedEH) * * Return Value: * Function is handled? * * Example: * call ace_goggles_fnc_handleFired * * Public: No */ //IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"]; TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret); // no dust in rain if (rain > 0.1) exitWith {true}; // effect only aplies when lying on the ground if (stance _unit != "PRONE") exitWith {true}; // check if the unit really is on the ground and not in a building private _position = getPosATL _unit; if (_position select 2 > 0.2) exitWith {true}; // get weapon dust effect private _particleConfig = configFile >> "CfgWeapons" >> _weapon >> "GunParticles"; private _cloudType = ""; if (isClass (_particleConfig >> "FirstEffect")) then { // @todo read this with custom / non-standard config classnames _cloudType = getText (_particleConfig >> "FirstEffect" >> "effectName"); } else { if (isClass (_particleConfig >> "effect1")) then { _cloudType = getText (_particleConfig >> "effect1" >> "effectName"); }; }; // quit if the weapon causes no dust effect if (_cloudType == "") exitWith {true}; // get if the surface is dusty if (surfaceIsWater _position) exitWith {true}; private _surface = surfaceType _position select [1]; // cuts of the leading # if (_surface != GVAR(surfaceCache)) then { GVAR(surfaceCache) = _surface; GVAR(surfaceCacheIsDust) = getNumber (configFile >> "CfgSurfaces" >> _surface >> "dust") >= 0.1; }; // quit if surface isn't dusty if (!GVAR(surfaceCacheIsDust)) exitWith {true}; // increment dust value with type bullet private _bullets = GETDUSTT(DBULLETS); if (diag_tickTime - GETDUSTT(DTIME) > 1) then { _bullets = 0; }; _bullets = _bullets + 1; SETDUST(DBULLETS,_bullets); SETDUST(DTIME,diag_tickTime); // apply dust effect if the amount of fired bullets is over the threshold if (GETDUSTT(DAMOUNT) < 2) then { private _bulletsRequired = 100; if (isNumber (configFile >> _cloudType >> QGVAR(BulletCount))) then { _bulletsRequired = getNumber (configFile >> _cloudType >> QGVAR(BulletCount)); }; if (_bullets > _bulletsRequired) then { SETDUST(DACTIVE,true); call FUNC(applyDustEffect); }; }; true