/* * Author: commy2 * Change the blending when the player fires??. Called from the unified fired EH only for the local player and his vehicle. * * Arguments: * None. Parameters inherited from EFUNC(common,firedEH) * * Return Value: * Nothing * * Example: * [clientFiredBIS-XEH] call ace_nightvision_fnc_blending * * Public: No */ #include "script_component.hpp" //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); private _player = ACE_player; //If we're not in NVG mode, or it's a grenade, exit if (currentVisionMode _player != 1 || {toLower _weapon in ["throw", "put"]}) exitWith {}; private _silencer = _player weaponAccessories _weapon select 0; private _visibleFireCoef = 1; private _visibleFireTimeCoef = 1; if (_silencer != "") then { _visibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire"); _visibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFireTime"); }; private _visibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFire"); private _visibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFireTime"); private _fnc_isTracer = { if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "nvgOnly") > 0) exitWith {false}; private _indexShot = (_player ammo _weapon) + 1; private _lastRoundsTracer = getNumber (configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer"); if (_indexShot <= _lastRoundsTracer) exitWith {true}; private _tracersEvery = getNumber (configFile >> "CfgMagazines" >> _magazine >> "tracersEvery"); if (_tracersEvery == 0) exitWith {false}; (_indexShot - _lastRoundsTracer) % _tracersEvery == 0 }; if (call _fnc_isTracer) then { _visibleFire = _visibleFire + 2; _visibleFireTime = _visibleFireTime + 2; }; private _darkness = 1 - (call EFUNC(common,ambientBrightness)); private _nvgBrightnessCoef = 1 + (_player getVariable [QGVAR(NVGBrightness), 0]) / 4; _visibleFire = _darkness * _visibleFireCoef * _visibleFire * _nvgBrightnessCoef / 10 min 1; _visibleFireTime = _darkness * _visibleFireTimeCoef * _visibleFireTime * _nvgBrightnessCoef / 10 min 0.5; TRACE_2("Player Shot, Adjusting NVG Effect", _visibleFire, _visibleFireTime); GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, _visibleFire, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]]; GVAR(ppEffectMuzzleFlash) ppEffectCommit 0; GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]]; GVAR(ppEffectMuzzleFlash) ppEffectCommit _visibleFireTime;