ACE3/addons/goggles/functions/fnc_applyGlassesEffect.sqf

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#include "script_component.hpp"
/*
* 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
*/
params ["_player", "_glasses"];
TRACE_2("applyGlassesEffect",_player,_glasses);
// remove old effect
call FUNC(removeGlassesEffect);
if ((getNumber (configOf _player >> "isPlayableLogic")) == 1) exitWith {
TRACE_1("skipping playable logic",typeOf _player); // VirtualMan_F (placeable logic zeus / spectator)
};
private _config = configFile >> "CfgGlasses" >> _glasses;
private _postProcessColour = getArray (_config >> "ACE_Color");
private _postProcessTintAmount = getNumber (_config >> "ACE_TintAmount");
if (_postProcessTintAmount != 0 && {GVAR(UsePP)} && GVAR(effects) in [1, 2]) 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;
};
private _imagePath = getText (_config >> ["ACE_Overlay", "ACE_OverlayCracked"] select GETBROKEN);
private _angle = getNumber (_config >> "ACE_Overlay_Angle");
if (_imagePath != "") then {
GVAR(GogglesLayer) cutRsc ["RscACE_Goggles", "PLAIN", 1, false];
private _overlay = (GLASSDISPLAY displayCtrl 10650);
_overlay ctrlSetText _imagePath;
if ((_angle != 0) && {((ctrlAngle _overlay) # 0) != _angle}) then {
_overlay ctrlSetAngle [_angle, 0.5, 0.5, true];
};
};
if (GVAR(effects) in [2, 3]) 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;