#include "..\script_component.hpp" /* * Author: Garth 'L-H' de Wet * Handles rain effects being created on glasses. * * Arguments: * None * * Return Value: * None * * Example: * call ace_goggles_fnc_applyRainEffect; * * Public: No */ private _unit = ACE_player; if (!alive _unit) exitWith {}; private _fnc_underCover = { params ["_unit"]; if (vehicle _unit != _unit && {!isTurnedOut _unit}) exitWith {true}; // looking up and no roof over head private _position = eyePos _unit; positionCameraToWorld [0, 0, 1] select 2 < (positionCameraToWorld [0, 0, 0] select 2) - 0.4 || {(lineIntersects [_position, _position vectorAdd [0, 0, 15], _unit])} // return }; if (!isNull findDisplay 312) exitWith { if (GVAR(RainActive)) then { call FUNC(removeRainEffect); }; }; // Ignore if unit is under water if !(GVAR(EffectsActive) || {underwater _unit}) exitWith { call FUNC(RemoveRainEffect); }; if (GVAR(RainLastLevel) != rain) then { call FUNC(RemoveRainEffect); GVAR(RainLastLevel) = rain; // Rain is happening if (GVAR(RainLastLevel) > 0.05 && {!([_unit] call _fnc_underCover)}) then { GVAR(RainActive) = true; GVAR(RainDrops) = "#particlesource" createVehicleLocal position _unit; GVAR(RainDrops) setParticleClass "ACERainEffect"; GVAR(RainDrops) setDropInterval (0.07 * (1.1 - GVAR(RainLastLevel))); GVAR(RainDrops) attachTo [vehicle _unit, [0,0,0]]; }; } else { if (GVAR(RainLastLevel) > 0.05) then { if (GVAR(RainActive) && {[_unit] call _fnc_underCover}) exitWith { call FUNC(RemoveRainEffect); }; if !(GVAR(RainActive)) then { GVAR(RainLastLevel) = -1; }; }; };