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6c592e5a10
* Disable goggles and hearing fx for virtual units * Cleanup some other CBA_fnc_addPlayerEventHandler
67 lines
2.0 KiB
Plaintext
67 lines
2.0 KiB
Plaintext
/*
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* Author: Garth 'L-H' de Wet
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* Sets screen tint for glasses.
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* Sets screen overlay for glasses. (broken/fixed)
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* Sets dirt/rain overlay for glasses.
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 1: Glasses classname to be applied <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [ace_player, goggles ace_player] call ace_goggles_fnc_applyGlassesEffect
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_player", "_glasses"];
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TRACE_2("applyGlassesEffect",_player,_glasses);
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// remove old effect
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call FUNC(removeGlassesEffect);
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if ((getNumber (configFile >> "CfgVehicles" >> (typeOf _player) >> "isPlayableLogic")) == 1) exitWith {
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TRACE_1("skipping playable logic",typeOf _player); // VirtualMan_F (placeable logic zeus / spectator)
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};
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private ["_config", "_postProcessColour", "_postProcessTintAmount", "_imagePath"];
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_config = configFile >> "CfgGlasses" >> _glasses;
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_postProcessColour = getArray (_config >> "ACE_Color");
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_postProcessTintAmount = getNumber (_config >> "ACE_TintAmount");
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if (_postProcessTintAmount != 0 && {GVAR(UsePP)}) then {
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_postProcessColour set [3, _postProcessTintAmount/100];
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GVAR(PostProcess) ppEffectAdjust[0.9, 1.1, 0.004, _postProcessColour, [0,0,0,1],[0,0,0,0]];
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GVAR(PostProcess) ppEffectCommit 0;
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GVAR(PostProcess) ppEffectEnable true;
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_postProcessColour set [3, _postProcessTintAmount/250];
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GVAR(PostProcess) ppEffectAdjust[0.9, 1.1, 0.004, _postProcessColour, [0,0,0,1],[0,0,0,0]];
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GVAR(PostProcess) ppEffectCommit 30;
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};
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_imagePath = getText (_config >> ["ACE_Overlay", "ACE_OverlayCracked"] select GETBROKEN);
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if (_imagePath != "") then {
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GVAR(GogglesLayer) cutRsc ["RscACE_Goggles", "PLAIN", 1, false];
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(GLASSDISPLAY displayCtrl 10650) ctrlSetText _imagePath;
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};
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if (GVAR(effects) == 2) then {
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if (GETDIRT) then {
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call FUNC(applyDirtEffect);
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};
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if (GETDUSTT(DACTIVE)) then {
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SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT)-1,0,2));
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call FUNC(applyDustEffect);
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};
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};
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GVAR(EffectsActive) = true;
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