#include "script_component.hpp" /* * Author: Rocko and esteldunedain * On map draw, updates the effects * * Arguments: * 0: Map control * * Return Value: * None * * Example: * _mapControl call ACE_map_fnc_updateMapEffects * * Public: No */ params ["_mapCtrl"]; private _mapScale = ctrlMapScale _mapCtrl; private _mapCentre = _mapCtrl ctrlMapScreenToWorld [0.5, 0.5]; if (GVAR(mapIllumination)) then { //get nearby lighting private _light = [ACE_player] call FUNC(determineMapLight); _light params ["_applyLighting", "_lightLevel"]; if (_applyLighting) then { [_mapCtrl, _mapScale, _mapCentre, _lightLevel] call FUNC(simulateMapLight); }; }; if (GVAR(mapShake)) then { // Only shake map while moving on foot private _speed = 0; if ((alive ACE_player) && {vehicle ACE_player == ACE_player}) then { _speed = vectorMagnitude (velocity ACE_player); }; // If speed is large enough, create anims to shake map if (_speed > 0.1) then { if (ctrlMapAnimDone _mapCtrl) then { private _amplitude = (_speed - 0.1) / 5 * (1000 * _mapScale); private _time = 0.1; private _shakePos = [(GVAR(lastStillPosition) select 0) + sin((CBA_missionTime + _time - GVAR(lastStillTime))*100) * _amplitude * 0.25, (GVAR(lastStillPosition) select 1) + sin((CBA_missionTime + _time - GVAR(lastStillTime))*260) * _amplitude]; _mapCtrl ctrlMapAnimAdd [_time, _mapScale, _shakePos]; ctrlMapAnimCommit _mapCtrl; GVAR(isShaking) = true; }; } else { if (GVAR(isShaking)) then { // Stop shaking, return to original position ctrlMapAnimClear _mapCtrl; _mapCtrl ctrlMapAnimAdd [0, _mapScale, GVAR(lastStillPosition)]; ctrlMapAnimCommit _mapCtrl; GVAR(isShaking) = false; } else { // The map is still, store state GVAR(lastStillPosition) = _mapCentre; GVAR(lastStillTime) = CBA_missionTime; }; }; }; if (GVAR(mapLimitZoom)) then { if (GVAR(minMapSize) >= _mapScale) then { ctrlMapAnimClear _mapCtrl; _mapCtrl ctrlMapAnimAdd [0, GVAR(minMapSize) + 0.001, _mapCentre]; ctrlMapAnimCommit _mapCtrl; }; };