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ede8d74c54
If the player is unconscious the pain effect is disabled.
289 lines
12 KiB
Plaintext
289 lines
12 KiB
Plaintext
// ACE Medical System Visual Loop
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#include "script_component.hpp"
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GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3"];
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GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"];
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["medical_propagateWound", FUNC(onPropagateWound)] call ace_common_fnc_addEventHandler;
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["medical_woundUpdateRequest", FUNC(onWoundUpdateRequest)] call ace_common_fnc_addEventHandler;
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["interactMenuClosed", {[objNull, false] call FUNC(displayPatientInformation); }] call ace_common_fnc_addEventHandler;
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["medical_onUnconscious", {
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if (local (_this select 0)) then {
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private ["_unit"];
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_unit = _this select 0;
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if (_this select 1) then {
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_unit setVariable ["tf_globalVolume", 0.4];
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_unit setVariable ["tf_voiceVolume", 0, true];
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_unit setVariable ["tf_unable_to_use_radio", true, true];
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_unit setVariable ["acre_sys_core_isDisabled", true, true];
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if (!isNil "acre_api_fnc_setGlobalVolume") then { [0.4^0.33] call acre_api_fnc_setGlobalVolume; };
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} else {
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_unit setVariable ["tf_globalVolume", 1];
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_unit setVariable ["tf_voiceVolume", 1, true];
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_unit setVariable ["tf_unable_to_use_radio", false, true];
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_unit setVariable ["acre_sys_core_isDisabled", false, true];
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if (!isNil "acre_api_fnc_setGlobalVolume") then { [1] call acre_api_fnc_setGlobalVolume; };
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};
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};
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}] call ace_common_fnc_addEventHandler;
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// Initialize all effects
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_fnc_createEffect = {
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private ["_type", "_layer", "_default", "_effect"];
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_type = _this select 0;
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_layer = _this select 1;
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_default = _this select 2;
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_effect = ppEffectCreate [_type, _layer];
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_effect ppEffectForceInNVG true;
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_effect ppEffectAdjust _default;
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_effect ppEffectCommit 0;
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_effect
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};
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GVAR(effectUnconsciousCC) = [
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"ColorCorrections",
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4201,
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[1,1,0, [0,0,0,1], [0,0,0,0], [1,1,1,1], [0.4,0.4,0,0,0,0.1,0.3]]
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] call _fnc_createEffect;
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GVAR(effectUnconsciousRB) = [
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"RadialBlur",
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4202,
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[0.01,0.01,0,0]
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] call _fnc_createEffect;
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GVAR(effectBlindingCC) = [
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"ColorCorrections",
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4203,
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[1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]]
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] call _fnc_createEffect;
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GVAR(effectBloodVolumeCC) = [
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"ColorCorrections",
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4204,
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[1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]]
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] call _fnc_createEffect;
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GVAR(effectPainCA) = [
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"chromAberration",
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4205,
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[0, 0, false]
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] call _fnc_createEffect;
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GVAR(effectPainCC) = [
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"ColorCorrections",
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4206,
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[1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1.3,1.3,0,0,0,0.2,2]]
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] call _fnc_createEffect;
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// Initialize Other Variables
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GVAR(effectBlind) = false;
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GVAR(effectTimeBlood) = ACE_time;
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// MAIN EFFECTS LOOP
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[{
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private["_bleeding", "_blood"];
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// Zeus interface is open or player is dead; disable everything
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if (!(isNull (findDisplay 312)) or !(alive ACE_player)) exitWith {
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GVAR(effectUnconsciousCC) ppEffectEnable false;
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GVAR(effectUnconsciousRB) ppEffectEnable false;
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GVAR(effectBlindingCC) ppEffectEnable false;
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GVAR(effectBloodVolumeCC) ppEffectEnable false;
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GVAR(effectPainCA) ppEffectEnable false;
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GVAR(effectPainCC) ppEffectEnable false;
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["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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};
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// Unconsciousness effect
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if (ACE_player getVariable ["ACE_isUnconscious", false]) then {
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GVAR(effectUnconsciousCC) ppEffectEnable true;
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GVAR(effectUnconsciousRB) ppEffectEnable true;
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GVAR(effectBlind) = true;
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["unconscious", true] call EFUNC(common,setDisableUserInputStatus);
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} else {
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GVAR(effectUnconsciousCC) ppEffectEnable false;
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GVAR(effectUnconsciousRB) ppEffectEnable false;
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["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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if (GVAR(effectBlind)) then {
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_strength = 0.78 * (call EFUNC(common,ambientBrightness));
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GVAR(effectBlindingCC) ppEffectEnable true;
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GVAR(effectBlindingCC) ppEffectAdjust [1,1,_strength, [1,1,1,0], [0,0,0,1], [0,0,0,0]];
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GVAR(effectBlindingCC) ppEffectCommit 0;
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[{
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GVAR(effectBlindingCC) ppEffectAdjust [1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]];
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GVAR(effectBlindingCC) ppEffectCommit ((_this select 0) * 2);
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}, [_strength], 0.01, 0] call EFUNC(common,waitAndExecute);
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[{
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GVAR(effectBlindingCC) ppEffectEnable false;
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}, [], (_strength * 2) + 0.5, 0] call EFUNC(common,waitAndExecute);
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GVAR(effectBlind) = false;
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};
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};
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_bleeding = [ACE_player] call FUNC(getBloodLoss);
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// Bleeding Indicator
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if (_bleeding > 0 and GVAR(effectTimeBlood) + 3.5 < ACE_time) then {
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GVAR(effectTimeBlood) = ACE_time;
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[600 * _bleeding] call BIS_fnc_bloodEffect;
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};
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// Blood Volume Effect
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_blood = (ACE_player getVariable [QGVAR(bloodVolume), 100]) / 100;
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if (_blood > 0.99) then {
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GVAR(effectBloodVolumeCC) ppEffectEnable false;
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} else {
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GVAR(effectBloodVolumeCC) ppEffectEnable true;
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GVAR(effectBloodVolumeCC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,_blood], [0.2,0.2,0.2,0]];
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GVAR(effectBloodVolumeCC) ppEffectCommit 0;
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};
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}, 0.5, []] call CBA_fnc_addPerFrameHandler;
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GVAR(lastHeartBeat) = ACE_time;
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GVAR(lastHeartBeatSound) = ACE_time;
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// HEARTRATE BASED EFFECTS
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[{
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private["_heartRate", "_interval", "_minTime", "_sound", "_strength", "_pain"];
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_heartRate = ACE_player getVariable [QGVAR(heartRate), 70];
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_pain = ACE_player getVariable [QGVAR(pain), 0];
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if (GVAR(level) == 1) then {
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_heartRate = 60 + 40 * _pain;
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};
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if (_heartRate <= 0) exitwith {};
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_interval = 60 / (_heartRate min 50);
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if ((ACE_player getVariable ["ACE_isUnconscious", false])) then {
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if (GVAR(painEffectType) == 1) then {
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GVAR(effectPainCA) ppEffectEnable false;
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} else {
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GVAR(effectPainCC) ppEffectEnable false;
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};
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} else {
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if ((ACE_time > GVAR(lastHeartBeat) + _interval)) then {
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GVAR(lastHeartBeat) = ACE_time;
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// Pain effect
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_strength = (_pain - (ACE_player getvariable [QGVAR(painSuppress), 0])) max 0;
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_strength = _strength * (ACE_player getVariable [QGVAR(painCoefficient), GVAR(painCoefficient)]);
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if (GVAR(painEffectType) == 1) then {
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GVAR(effectPainCC) ppEffectEnable false;
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if (_pain > (ACE_player getvariable [QGVAR(painSuppress), 0]) && {alive ACE_player}) then {
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_strength = _strength * 0.15;
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GVAR(effectPainCA) ppEffectEnable true;
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GVAR(effectPainCA) ppEffectAdjust [_strength, _strength, false];
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GVAR(effectPainCA) ppEffectCommit 0.01;
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[{
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GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
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GVAR(effectPainCA) ppEffectCommit (_this select 1);
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}, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute);
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[{
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GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
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GVAR(effectPainCA) ppEffectCommit 0.01;
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}, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute);
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[{
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GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
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GVAR(effectPainCA) ppEffectCommit (_this select 1);
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}, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute);
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} else {
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GVAR(effectPainCA) ppEffectEnable false;
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};
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} else {
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GVAR(effectPainCA) ppEffectEnable false;
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if (_pain > (ACE_player getvariable [QGVAR(painSuppress), 0]) && {alive ACE_player}) then {
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_strength = _strength * 0.9;
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GVAR(effectPainCC) ppEffectEnable true;
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GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - _strength,1 - _strength,0,0,0,0.2,2]];
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GVAR(effectPainCC) ppEffectCommit 0.01;
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[{
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GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
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GVAR(effectPainCC) ppEffectCommit (_this select 1);
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}, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute);
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[{
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GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
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GVAR(effectPainCC) ppEffectCommit 0.01;
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}, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute);
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[{
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GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
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GVAR(effectPainCC) ppEffectCommit (_this select 1);
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}, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute);
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} else {
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GVAR(effectPainCC) ppEffectEnable false;
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};
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};
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};
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};
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if (GVAR(level) >= 2 && {_heartRate > 0}) then {
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_minTime = 60 / _heartRate;
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if (ACE_time - GVAR(lastHeartBeatSound) > _minTime) then {
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GVAR(lastHeartBeatSound) = ACE_time;
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// Heart rate sound effect
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if (_heartRate < 60) then {
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_sound = GVAR(heartBeatSounds_Normal) select (random((count GVAR(heartBeatSounds_Normal)) -1));
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playSound _sound;
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} else {
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if (_heartRate > 150) then {
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playSound "ACE_heartbeat_fast_2";
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};
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};
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};
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};
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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if (USE_WOUND_EVENT_SYNC) then {
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// broadcast injuries to JIP clients in a MP session
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if (isMultiplayer && hasInterface) then {
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["playerChanged", {
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EXPLODE_2_PVT(_this,_newPlayer,_oldPlayer);
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if (alive _newPlayer) then {
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// We are only pulling the wounds for the units in the player group. Anything else will come when the unit interacts with them.
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{
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[_x, _newPlayer] call FUNC(requestWoundSync);
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}foreach units group _newPlayer;
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};
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}] call EFUNC(common,addEventhandler);
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};
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};
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[
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{(((_this select 0) getvariable [QGVAR(bloodVolume), 100]) < 65)},
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{(((_this select 0) getvariable [QGVAR(pain), 0]) - ((_this select 0) getvariable [QGVAR(painSuppress), 0])) > 0.9},
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{(([_this select 0] call FUNC(getBloodLoss)) > 0.25)},
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{((_this select 0) getvariable [QGVAR(inReviveState), false])},
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{((_this select 0) getvariable [QGVAR(inCardiacArrest), false])},
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{((_this select 0) getvariable ["ACE_isDead", false])},
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{(((_this select 0) getvariable [QGVAR(airwayStatus), 100]) < 80)}
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] call FUNC(addUnconsciousCondition);
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// Prevent all types of interaction while unconscious
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// @todo: probably remove this when CBA keybind hold key works properly
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["isNotUnconscious", {!((_this select 0) getVariable ["ACE_isUnconscious", false])}] call EFUNC(common,addCanInteractWithCondition);
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// Item Event Handler
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["playerInventoryChanged", {
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[ACE_player] call FUNC(itemCheck);
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}] call EFUNC(common,addEventHandler);
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// Networked litter
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[QGVAR(createLitter), FUNC(handleCreateLitter), GVAR(litterCleanUpDelay)] call EFUNC(common,addSyncedEventHandler);
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if (hasInterface) then {
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["PlayerJip", {
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diag_log format["[ACE] JIP Medical init for player"];
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[player] call FUNC(init);
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}] call EFUNC(common,addEventHandler);
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};
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