ACE3/addons/goggles/functions/fnc_dustHandler.sqf

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/*
* Author: Garth 'L-H' de Wet
* Determines whether to place dust on the goggles, based on calibre of weapon fired and other requirements.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
*ace_player addEventHandler ["Fired", {[_this select 0, _this select 1] call ace_goggles_fnc_dustHandler;}];
*
* Public: No
*/
#include "script_component.hpp"
private ["_bullets", "_position", "_surface", "_found", "_weapon", "_cloudType", "_unit"];
EXPLODE_2_PVT(_this,_unit,_weapon);
if (_unit != ace_player) exitWith {true};
_cloudType = "";
if (rain > 0.1) exitWith {true};
if ((stance _unit) != "PRONE") exitWith {true};
if (isClass(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "FirstEffect")) then {
_cloudType = getText(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "FirstEffect" >> "effectName");
} else {
if (isClass(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "effect1")) then {
_cloudType = getText(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "effect1" >> "effectName");
};
};
if (_cloudType == "") exitWith {true};
_position = getPosATL _unit;
if (surfaceIsWater _position) exitWith {};
if ((_position select 2) > 0.2) exitWith {};
_surface = surfaceType _position;
_surface = ([_surface, "#"] call CBA_fnc_split) select 1;
_found = false;
_found = getNumber (ConfigFile >> "CfgSurfaces" >> _surface >> "dust") >= 0.1;
if (!_found) exitWith {};
_bullets = GETDUSTT(DBULLETS);
if ((diag_tickTime - GETDUSTT(DTIME)) > 1) then {
_bullets = 0;
};
_bullets = _bullets + 1;
SETDUST(DBULLETS,_bullets);
SETDUST(DTIME,diag_tickTime);
if (GETDUSTT(DAMOUNT) < 2) then {
private "_bulletsRequired";
_bulletsRequired = 100;
if (isNumber (ConfigFile >> _cloudType >> "ACE_Goggles_BulletCount")) then {
_bulletsRequired = getNumber (ConfigFile >> _cloudType >> "ACE_Goggles_BulletCount");
};
if (_bulletsRequired <= _bullets) then {
SETDUST(DACTIVE,true);
call FUNC(applyDust);
};
};
true