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1385f12542
* Add brightness control when NV effects disabled * Add initial ajust and commit. Add comment to math * Fix math comment * Change initial level to -3
41 lines
1.2 KiB
Plaintext
41 lines
1.2 KiB
Plaintext
/*
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* Author: commy2
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* Change the brightness of the unit's NVG.
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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* 1: Change in brightness (1 or -1) <NUMBER>
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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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* [player, 1] call ace_nightvision_fnc_changeNVGBrightness
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_player", "_changeInBrightness"];
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TRACE_2("changeNVGBrightness",_player,_changeInBrightness);
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private _areEffectsDisabled = GVAR(effectScaling) == 0;
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private _brightness = _player getVariable [QGVAR(NVGBrightness), [0, -3] select _areEffectsDisabled];
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_brightness = ((_brightness + _changeInBrightness) min 0) max -6;
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_player setVariable [QGVAR(NVGBrightness), _brightness, false];
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[format [(localize LSTRING(NVGBrightness)), _brightness]] call EFUNC(common,displayTextStructured);
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playSound "ACE_Sound_Click";
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// handle only brightness if effects are disabled
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if (_areEffectsDisabled) exitWith {
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// here we take (-6; 0) _brightness range and alter it to (0.4; 1.6)
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GVAR(ppEffectNVGBrightness) ppEffectAdjust [1, (_brightness+3)/5 + 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
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GVAR(ppEffectNVGBrightness) ppEffectCommit 0;
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};
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// Trigger full ppEffects update next time run in the PFEH:
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GVAR(nextEffectsUpdate) = -1;
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