ACE3/addons/advanced_fatigue/XEH_postInit.sqf
Grim cc26f00df3
Common/Adv. Fatigue/Medical - Add unified sway calculation (#9226)
* fix adv fatigue sway interaction with medical

* change medical sway scaling

* move to common

* function header

* number tweaks

* baseline is always at least 1

* Add error msgs and warn if using old ACE_setCustomAimCoef

* Update addons/common/functions/fnc_addSwayFactor.sqf

---------

Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-02 18:09:19 -04:00

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#include "script_component.hpp"
if (!hasInterface) 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);
["multiplier", {GVAR(swayFactor)}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
// 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 {};
// - 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), true] call CBA_fnc_addPlayerEventHandler;
["visibleMap", {
params ["", "_visibleMap"]; // command visibleMap is updated one frame later
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlShow ((!_visibleMap) && {(vehicle ACE_player) == ACE_player});
}, true] call CBA_fnc_addPlayerEventHandler;
["vehicle", {
private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull];
_staminaBarContainer ctrlShow ((!visibleMap) && {(vehicle ACE_player) == ACE_player});
}, true] call CBA_fnc_addPlayerEventHandler;
// - Duty factors -------------------------------------------------------------
if (["ACE_Medical"] call EFUNC(common,isModLoaded)) 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;