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8c7f8d7d6a
* Intensify pain effects * Add chromatic abberation effect, add blur with very high pain * Add option for limited pain effects with only high pain blur * Fix playInjuredSound * Add instant feedback effects update when getting hit * Cleanup * Overhaul playInjuredSound * Fix voice detection, simplify nearby unit filter * Apply suggestions from code review * Add Chromatic Aberration translations * Use while loop instead of configClasses * detach say3d dummies before deleting
79 lines
1.9 KiB
Plaintext
79 lines
1.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Handles the bleeding effect.
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*
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* Arguments:
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* 0: Enable effect <BOOL>
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* 1: Current bloodloss (in l/s) <NUMBER>
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* 2: Instant change (optional, default false) <BOOL>
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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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* [false, 0.5] call ace_medical_feedback_fnc_effectBleeding
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*
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* Public: No
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*/
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params ["_enable", "_bloodloss", ["_instant", false]];
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if (isNull findDisplay 46) exitWith {};
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private _controls = uiNamespace getVariable [QGVAR(bloodControls), [controlNull, controlNull]];
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_controls params ["_blood1", "_blood2"];
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if (!_enable) exitWith {
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_blood1 ctrlSetFade 1;
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_blood2 ctrlSetFade 1;
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_blood1 ctrlCommit 0;
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_blood2 ctrlCommit 0;
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};
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// Initialize controls
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if (isNull _blood1) then {
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TRACE_1("Creating Blood Controls",_controls);
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_blood1 = findDisplay 46 ctrlCreate ["RscPicture", -1];
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_blood2 = findDisplay 46 ctrlCreate ["RscPicture", -1];
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_blood1 ctrlSetText QPATHTOF(data\blood1.paa);
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_blood2 ctrlSetText QPATHTOF(data\blood2.paa);
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private _pos = [safeZoneXAbs, safeZoneY, safeZoneWAbs, safeZoneH];
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_blood1 ctrlSetPosition _pos;
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_blood2 ctrlSetPosition _pos;
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_blood1 ctrlSetFade 1;
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_blood2 ctrlSetFade 1;
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_blood1 ctrlCommit 0;
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_blood2 ctrlCommit 0;
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uiNamespace setVariable [QGVAR(bloodControls), [_blood1, _blood2]];
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};
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private _fade = linearConversion [0, 0.002, _bloodloss, 1, 0, true];
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if (GVAR(bloodTickCounter) == 2 || _instant) then {
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if (ctrlFade _blood1 > ctrlFade _blood2) then {
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_blood1 ctrlSetFade _fade;
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_blood2 ctrlSetFade 1;
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} else {
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_blood1 ctrlSetFade 1;
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_blood2 ctrlSetFade _fade;
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};
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if (_instant) then {
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_blood1 ctrlCommit 0.3;
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_blood2 ctrlCommit 0.3;
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} else {
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_blood1 ctrlCommit 3;
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_blood2 ctrlCommit 3;
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};
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GVAR(bloodTickCounter) = 0;
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} else {
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GVAR(bloodTickCounter) = GVAR(bloodTickCounter) + 1;
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};
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