#include "script_component.hpp" if (!hasInterface) exitWith {}; ["ACE3 Common", QGVAR(wipeGlasses), localize LSTRING(WipeGlasses), { if (!(GETVAR(ace_player,ACE_isUnconscious,false))) exitWith { call FUNC(clearGlasses); true }; false }, {false}, [20, [true, true, false]], false] call CBA_fnc_addKeybind; // make sure to stack effect layers in correct order GVAR(GogglesEffectsLayer) = QGVAR(GogglesEffectsLayer) call BIS_fnc_RSCLayer; GVAR(GogglesLayer) = QGVAR(GogglesLayer) call BIS_fnc_RSCLayer; if (isNil QGVAR(UsePP)) then { GVAR(UsePP) = true; }; // init pp effects GVAR(PostProcess) = ppEffectCreate ["ColorCorrections", 1995]; GVAR(PostProcessEyes) = ppEffectCreate ["ColorCorrections", 1992]; GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [1, 1, 1, 0]]; GVAR(PostProcessEyes) ppEffectCommit 0; GVAR(PostProcessEyes) ppEffectEnable false; GVAR(EffectsActive) = false; SETGLASSES(ace_player,GLASSESDEFAULT); GVAR(EyesDamageScript) = -1; GVAR(FrameEvent) = [false, [false, 20]]; GVAR(PostProcessEyes_Enabled) = false; GVAR(DustHandler) = -1; GVAR(RainDrops) = objNull; GVAR(RainActive) = false; GVAR(RainLastLevel) = 0; GVAR(surfaceCache) = ""; GVAR(surfaceCacheIsDust) = false; // init GlassesChanged eventhandler GVAR(OldGlasses) = "#NULLSTRING"; ["playerInventoryChanged", { (_this select 1) params ["", "_currentGlasses"]; if (GVAR(OldGlasses) != _currentGlasses) then { ["GlassesChanged", [ACE_player, _currentGlasses]] call EFUNC(common,localEvent); GVAR(OldGlasses) = _currentGlasses; }; }] call EFUNC(common,addEventHandler); // add glasses eventhandlers ["GlassesChanged", { params ["_unit", "_glasses"]; SETGLASSES(_unit,GLASSESDEFAULT); if (call FUNC(ExternalCamera)) exitWith {call FUNC(RemoveGlassesEffect)}; if ([_unit] call FUNC(isGogglesVisible)) then { _glasses call FUNC(applyGlassesEffect); } else { call FUNC(removeGlassesEffect); }; }] call EFUNC(common,addEventHandler); ["GlassesCracked", { params ["_unit"]; _unit setVariable ["ACE_EyesDamaged", true]; GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0]]; GVAR(PostProcessEyes) ppEffectCommit 0; GVAR(PostProcessEyes) ppEffectEnable true; [{ GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [1, 1, 1, 0]]; GVAR(PostProcessEyes) ppEffectCommit 5; GVAR(EyesDamageScript) = [{ params ["_unit"]; GVAR(PostProcessEyes) ppEffectEnable false; _unit setVariable ["ACE_EyesDamaged", false]; }, _this, 5] call EFUNC(common,waitAndExecute); }, _unit, 25] call EFUNC(common,waitAndExecute); }] call EFUNC(common,addEventHandler); // check goggles private _fnc_checkGoggles = { params ["_unit"]; if (GVAR(EffectsActive)) then { if (call FUNC(externalCamera) || {!([_unit] call FUNC(isGogglesVisible))}) then { call FUNC(removeGlassesEffect); }; } else { if (!(call FUNC(externalCamera)) && {[_unit] call FUNC(isGogglesVisible)}) then { [goggles _unit] call FUNC(applyGlassesEffect); }; }; }; ["cameraViewChanged", _fnc_checkGoggles] call EFUNC(common,addEventHandler); ["activeCameraChanged", _fnc_checkGoggles] call EFUNC(common,addEventHandler); // goggles effects main PFH [{ BEGIN_COUNTER(goggles); // rain call FUNC(applyRainEffect); // auto remove effects under water if (GVAR(EffectsActive) && {underwater ACE_player} && {[goggles ACE_player] call FUNC(isDivingGoggles)}) then { call FUNC(removeRainEffect); call FUNC(removeDirtEffect); call FUNC(removeDustEffect); }; // rotor wash effect call FUNC(applyRotorWashEffect); END_COUNTER(goggles); }, 0.5, []] call CBA_fnc_addPerFrameHandler; // Register fire event handler ["firedPlayer", DFUNC(handleFired)] call EFUNC(common,addEventHandler);