ACE3/addons/goggles/functions/fnc_applyGlassesEffect.sqf
PabstMirror 6c592e5a10 Virtual units - skip goggles/hearing effects (#4988)
* Disable goggles and hearing fx for virtual units

* Cleanup some other CBA_fnc_addPlayerEventHandler
2017-04-11 10:06:29 -05:00

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