#include "script_component.hpp" /* * Author: mharis001, Glowbal, PabstMirror * Main looping function that updates thirst/hunger status. * * Arguments: * 0: Next MP sync * * Return Value: * None * * Example: * [60] call ace_field_rations_fnc_update * * Public: No */ // 1 sec (update interval) * 100 (max thirst/hunger) / 3600 (sec in hour) = 0.02777778 #define CHANGE_CONSTANT 0.02777778 params ["_nextMpSync"]; // Access global variable once private _player = ACE_player; // Exit if player is not alive or a virtual unit if (!alive _player || {_player isKindOf "VirtualMan_F"}) exitWith { [FUNC(update), _nextMpSync, 1] call CBA_fnc_waitAndExecute; QGVAR(hud) cutFadeOut 0.5; }; // Get current thirst and hunger private _thirst = _player getVariable [QXGVAR(thirst), 0]; private _hunger = _player getVariable [QXGVAR(hunger), 0]; // Determine base change based on work multiplier private _currentWork = 1; if (vehicle _player == _player && {isTouchingGround _player}) then { private _speed = vectorMagnitude velocity _player; _currentWork = linearConversion [2, 7, _speed, 1, 2, true]; }; private _thirstChange = _currentWork * CHANGE_CONSTANT / XGVAR(timeWithoutWater); private _hungerChange = _currentWork * CHANGE_CONSTANT / XGVAR(timeWithoutFood); // Run status modifiers {_thirstChange = _thirstChange + (_player call _x) * CHANGE_CONSTANT / XGVAR(timeWithoutWater)} forEach GVAR(thirstModifiers); {_hungerChange = _hungerChange + (_player call _x) * CHANGE_CONSTANT / XGVAR(timeWithoutFood)} forEach GVAR(hungerModifiers); // Change thirst and hunger status _thirst = _thirst + _thirstChange min 100 max 0; _hunger = _hunger + _hungerChange min 100 max 0; // Check if we want to do a MP sync private _doSync = false; if (CBA_missionTime >= _nextMpSync) then { _doSync = true; _nextMpSync = CBA_missionTime + MP_SYNC_INTERVAL; }; // Set new thirst and hunger values _player setVariable [QXGVAR(thirst), _thirst, _doSync]; _player setVariable [QXGVAR(hunger), _hunger, _doSync]; // Handle any effects/consequences of high thirst or hunger [_player, _thirst, _hunger] call FUNC(handleEffects); // Handle showing/updating or hiding of HUD if (!EGVAR(common,OldIsCamera) && {_thirst > XGVAR(hudShowLevel) || {_hunger > XGVAR(hudShowLevel)} || {GVAR(hudInteractionHover)}}) then { [_thirst, _hunger] call FUNC(handleHUD); } else { QGVAR(hud) cutFadeOut 0.5; }; [FUNC(update), _nextMpSync, 1] call CBA_fnc_waitAndExecute;