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f04b26b93e
* Medical - Finish splint/fracture - Add replacement items * Add splint models * Add fracture sound effects * Add treatment interaction icon
106 lines
3.6 KiB
Plaintext
106 lines
3.6 KiB
Plaintext
#include "script_component.hpp"
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[QEGVAR(medical,injured), {
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params ["_unit", "_painLevel"];
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[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call FUNC(playInjuredSound);
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}] call CBA_fnc_addEventHandler;
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[QEGVAR(medical,moan), {
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params ["_unit", "_painLevel"];
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[_unit, "moan", PAIN_TO_MOAN(_painLevel)] call FUNC(playInjuredSound);
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}] call CBA_fnc_addEventHandler;
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[QEGVAR(medical,fracture), {
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params ["_unit"];
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if (_unit == ACE_player) then {
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playSound SND_FRACTURE;
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};
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}] call CBA_fnc_addEventHandler;
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if (!hasInterface) exitWith {};
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GVAR(nextFadeIn) = 0;
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GVAR(heartBeatEffectRunning) = false;
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[false] call FUNC(initEffects);
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[LINKFUNC(handleEffects), 1, []] call CBA_fnc_addPerFrameHandler;
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["ace_unconscious", {
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params ["_unit", "_unconscious"];
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if (_unit != ACE_player) exitWith {};
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if (_unconscious && {cameraView == "GUNNER"} && {(vehicle _unit) != _unit} && {cameraOn == vehicle _unit}) then {
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TRACE_2("exiting gunner view",cameraOn,cameraView);
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ACE_player switchCamera "INTERNAL";
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};
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// Toggle unconscious player's ability to talk in radio addons
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if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {
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_unit setVariable ["tf_voiceVolume", [1, 0] select _unconscious, true];
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_unit setVariable ["tf_unable_to_use_radio", _unconscious]; // Only used locally
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};
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if (["acre_main"] call EFUNC(common,isModLoaded)) then {
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_unit setVariable ["acre_sys_core_isDisabled", _unconscious, true];
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};
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// Greatly reduce player's hearing ability while unconscious (affects radio addons)
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[QUOTE(ADDON), VOL_UNCONSCIOUS, _unconscious] call EFUNC(common,setHearingCapability);
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[_unconscious, 1] call FUNC(effectUnconscious);
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["unconscious", _unconscious] call EFUNC(common,setDisableUserInputStatus);
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}] call CBA_fnc_addEventHandler;
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// Reset volume upon death for spectators
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[QEGVAR(medical,death), {
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params ["_unit"];
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if (_unit != ACE_player) exitWith {};
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if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {
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_unit setVariable ["tf_voiceVolume", 1, true];
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_unit setVariable ["tf_unable_to_use_radio", false];
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};
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if (["acre_main"] call EFUNC(common,isModLoaded)) then {
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_unit setVariable ["acre_sys_core_isDisabled", false, true];
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};
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[QUOTE(ADDON), 1, false] call EFUNC(common,setHearingCapability);
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}] call CBA_fnc_addEventHandler;
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// Update effects to match new unit's current status (this also handles respawn)
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["unit", {
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params ["_new"];
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private _status = IS_UNCONSCIOUS(_new);
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if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {
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_new setVariable ["tf_voiceVolume", [1, 0] select _status, true];
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_new setVariable ["tf_unable_to_use_radio", _status];
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};
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if (["acre_main"] call EFUNC(common,isModLoaded)) then {
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_new setVariable ["acre_sys_core_isDisabled", _status, true];
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};
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[QUOTE(ADDON), VOL_UNCONSCIOUS, _status] call EFUNC(common,setHearingCapability);
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[_status, 0] call FUNC(effectUnconscious);
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["unconscious", _status] call EFUNC(common,setDisableUserInputStatus);
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}] call CBA_fnc_addPlayerEventHandler;
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// Kill vanilla bleeding feedback effects.
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#ifdef DISABLE_VANILLA_DAMAGE_EFFECTS
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TRACE_1("disabling vanilla bleeding feedback effects",_this);
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[{
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{isNil _x} count [
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"BIS_fnc_feedback_damageCC",
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"BIS_fnc_feedback_damageRadialBlur",
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"BIS_fnc_feedback_damageBlur"
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] == 0
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}, {
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{
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ppEffectDestroy _x;
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} forEach [
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BIS_fnc_feedback_damageCC,
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BIS_fnc_feedback_damageRadialBlur,
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BIS_fnc_feedback_damageBlur
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];
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}] call CBA_fnc_waitUntilAndExecute;
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#endif
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