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ffaa195fe5
* Fixed headers to work with silentspike python script * Fixed rest of the files * Fixed ace-team
71 lines
2.7 KiB
Plaintext
71 lines
2.7 KiB
Plaintext
/*
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* Author: commy2
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* Change the blending when the player fires??. Called from the unified fired EH only for the local player and his vehicle.
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*
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* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
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*
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* Return Value:
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* Noneg
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*
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* Example:
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* [clientFiredBIS-XEH] call ace_nightvision_fnc_blending
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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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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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private _player = ACE_player;
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//If we're not in NVG mode, or it's a grenade, exit
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if (currentVisionMode _player != 1 || {toLower _weapon in ["throw", "put"]}) exitWith {};
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private _silencer = _player weaponAccessories _weapon select 0;
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private _visibleFireCoef = 1;
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private _visibleFireTimeCoef = 1;
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if (_silencer != "") then {
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_visibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire");
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_visibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFireTime");
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};
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private _visibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFire");
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private _visibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFireTime");
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private _fnc_isTracer = {
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if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "nvgOnly") > 0) exitWith {false};
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private _indexShot = (_player ammo _weapon) + 1;
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private _lastRoundsTracer = getNumber (configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
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if (_indexShot <= _lastRoundsTracer) exitWith {true};
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private _tracersEvery = getNumber (configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
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if (_tracersEvery == 0) exitWith {false};
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(_indexShot - _lastRoundsTracer) % _tracersEvery == 0
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};
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if (call _fnc_isTracer) then {
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_visibleFire = _visibleFire + 2;
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_visibleFireTime = _visibleFireTime + 2;
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};
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private _darkness = 1 - (call EFUNC(common,ambientBrightness));
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private _nvgBrightnessCoef = 1 + (_player getVariable [QGVAR(NVGBrightness), 0]) / 4;
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_visibleFire = _darkness * _visibleFireCoef * _visibleFire * _nvgBrightnessCoef / 10 min 1;
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_visibleFireTime = _darkness * _visibleFireTimeCoef * _visibleFireTime * _nvgBrightnessCoef / 10 min 0.5;
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TRACE_2("Player Shot, Adjusting NVG Effect", _visibleFire, _visibleFireTime);
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GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, _visibleFire, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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GVAR(ppEffectMuzzleFlash) ppEffectCommit 0;
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GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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GVAR(ppEffectMuzzleFlash) ppEffectCommit _visibleFireTime;
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