#include "script_component.hpp" if (!hasInterface) exitWith {}; #ifdef DEBUG_MODE_FULL call FUNC(renderDebugLines); #endif // recheck weapon inertia after weapon swap, change of attachments or switching unit ["weapon", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler; ["loadout", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler; ["unit", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler; ["CBA_settingsInitialized", { if (!GVAR(enabled)) exitWith {}; ["baseline", { private _fatigue = ACE_player getVariable [QGVAR(aimFatigue), 0]; switch (stance ACE_player) do { case ("CROUCH"): { (1.0 + _fatigue ^ 2 * 0.1) }; case ("PRONE"): { (1.0 + _fatigue ^ 2 * 2.0) }; default { (1.5 + _fatigue ^ 2 * 3.0) }; }; }, QUOTE(ADDON)] call EFUNC(common,addSwayFactor); // - Post process effect ------------------------------------------------------ GVAR(ppeBlackout) = ppEffectCreate ["ColorCorrections", 4220]; GVAR(ppeBlackout) ppEffectEnable true; GVAR(ppeBlackout) ppEffectForceInNVG true; GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]]; GVAR(ppeBlackout) ppEffectCommit 0.4; // - GVAR updating and initialization ----------------------------------------- ["unit", LINKFUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler; ["visibleMap", { params ["", "_visibleMap"]; // command visibleMap is updated one frame later (uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]) ctrlShow (!_visibleMap && isNull objectParent ACE_player); }, true] call CBA_fnc_addPlayerEventHandler; ["vehicle", { (uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]) ctrlShow (!visibleMap && isNull objectParent ACE_player); }, true] call CBA_fnc_addPlayerEventHandler; // - Duty factors ------------------------------------------------------------- if (GETEGVAR(medical,enabled,false)) then { [QEGVAR(medical,pain), { // 0->1.0, 0.5->1.05, 1->1.1 linearConversion [0, 1, _this getVariable [QEGVAR(medical,pain), 0], 1, 1.1, true]; }] call FUNC(addDutyFactor); [QEGVAR(medical,bloodVolume), { // 6->1.0, 5->1.167, 4->1.33 linearConversion [6, 0, _this getVariable [QEGVAR(medical,bloodVolume), 6], 1, 2, true]; }] call FUNC(addDutyFactor); }; if (["ace_dragging"] call EFUNC(common,isModLoaded)) then { [QEGVAR(dragging,isCarrying), { [1, 3] select (_this getVariable [QEGVAR(dragging,isCarrying), false]); }] call FUNC(addDutyFactor); }; // Weather has an off switch, Dragging & Medical don't. if (missionNamespace getVariable [QEGVAR(weather,enabled), false]) then { [QEGVAR(weather,temperature), { // 35->1, 45->2 linearConversion [35, 45, missionNamespace getVariable [QEGVAR(weather,currentTemperature), 25], 1, 2, true]; }] call FUNC(addDutyFactor); }; // - Add main loop at 1 second interval ------------------------------------------------------------- [FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute; }] call CBA_fnc_addEventHandler;