/* * Author: commy2 * Change the blending when the player fires?? * * Arguments: * 0: unit - Object the event handler is assigned to * 1: weapon - Fired weapon * 2: muzzle - Muzzle that was used * 3: mode - Current mode of the fired weapon * 4: ammo - Ammo used * 5: magazine - magazine name which was used * 6: projectile - Object of the projectile that was shot * * Return Value: * Nothing * * Example: * [clientFiredBIS-XEH] call ace_nightvision_fnc_blending * * Public: No */ #include "script_component.hpp" if (!hasInterface) exitWith {}; params ["_vehicle", "_weapon", "", "", "_ammo", "_magazine"]; private "_player"; _player = ACE_player; //If our vehicle didn't shoot, or we're not in NVG mode, exit if ((_vehicle != (vehicle _player)) || {(currentVisionMode _player) != 1}) exitWith {}; //If we are mounted, and it wasn't our weapon system that fired, exit if (_player != _vehicle && {!(_weapon in (_vehicle weaponsTurret ([_player] call EFUNC(common,getTurretIndex))))}) exitWith {}; private["_darkness", "_nvgBrightnessCoef", "_silencer", "_visibleFire", "_visibleFireCoef", "_visibleFireTime", "_visibleFireTimeCoef"]; _silencer = switch (_weapon) do { case (primaryWeapon _player): {(primaryWeaponItems _player) select 0}; case (secondaryWeapon _player): {(secondaryWeaponItems _player) select 0}; case (handgunWeapon _player): {(handgunItems _player) select 0}; default {""}; }; _visibleFireCoef = 1; _visibleFireTimeCoef = 1; if (_silencer != "") then { _visibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire"); _visibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFireTime"); }; _visibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFire"); _visibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFireTime"); _nvgBrightnessCoef = 1 + (_player getVariable [QGVAR(NVGBrightness), 0]) / 4; _fnc_isTracer = { private ["_indexShot", "_lastRoundsTracer", "_tracersEvery"]; if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "nvgOnly") > 0) exitWith {false}; _indexShot = (_player ammo _weapon) + 1; _lastRoundsTracer = getNumber (configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer"); if (_indexShot <= _lastRoundsTracer) exitWith {true}; _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; }; _darkness = 1 - (call EFUNC(common,ambientBrightness)); _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;