mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
112 lines
3.6 KiB
Plaintext
112 lines
3.6 KiB
Plaintext
/*
|
|
* Author: KoffeinFlummi and esteldunedain
|
|
* Calculates average g-forces and triggers g-effects
|
|
*
|
|
* Argument:
|
|
* 0: Arguments <ARRAY>
|
|
* 1: pfh_id <NUMBER>
|
|
*
|
|
* Return value:
|
|
* None
|
|
*
|
|
* Public: No
|
|
*/
|
|
#include "script_component.hpp"
|
|
|
|
private ["_interval", "_player", "_newVel", "_accel", "_currentGForce", "_average", "_sum", "_classCoef", "_suitCoef", "_gBlackOut", "_gRedOut", "_g", "_gBO", "_coef", "_strength"];
|
|
|
|
EXPLODE_2_PVT(_this,_params,_pfhId);
|
|
|
|
_interval = ACE_time - GVAR(lastUpdateTime);
|
|
|
|
// Update the g-forces at constant game time intervals
|
|
if (_interval < INTERVAL) exitWith {};
|
|
|
|
if (isNull ACE_player) exitWith {};
|
|
|
|
if !(alive ACE_player) exitWith {};
|
|
|
|
GVAR(lastUpdateTime) = ACE_time;
|
|
|
|
/*if !(vehicle ACE_player isKindOf "Air") exitWith {
|
|
GVAR(GForces) = [];
|
|
GVAR(GForces_Index) = 0;
|
|
waitUntil {sleep 5; (vehicle _player isKindOf "Air") or ((getPos _player select 2) > 5)};
|
|
};*/
|
|
|
|
_newVel = velocity (vehicle ACE_player);
|
|
|
|
_accel = ((_newVel vectorDiff GVAR(oldVel)) vectorMultiply (1 / INTERVAL)) vectorAdd [0, 0, 9.8];
|
|
_currentGForce = (_accel vectorDotProduct vectorUp (vehicle ACE_player)) / 9.8;
|
|
|
|
// Cap maximum G's to +- 10 to avoid g-effects when the update is low fps.
|
|
_currentGForce = (_currentGForce max -10) min 10;
|
|
|
|
GVAR(GForces) set [GVAR(GForces_Index), _currentGForce];
|
|
GVAR(GForces_Index) = (GVAR(GForces_Index) + 1) % round (AVERAGEDURATION / INTERVAL);
|
|
GVAR(oldVel) = _newVel;
|
|
|
|
/* Source: https://github.com/KoffeinFlummi/AGM/issues/1774#issuecomment-70341573
|
|
*
|
|
* For untrained people without g-suits:
|
|
* GLOC: 5G for 6 s
|
|
* RedOut: 2.5G for 6 s
|
|
*
|
|
* For trained jet pilots without g-suits:
|
|
* GLOC: 9G for 6 s
|
|
* RedOut: 4.5G
|
|
*
|
|
* For trained jet pilots with g-suits:
|
|
* GLOC: 10.5G for 6 s
|
|
* RedOut: 4.5G
|
|
*
|
|
* Effects and camera shake start 30% the limit value, and build gradually
|
|
*/
|
|
|
|
_average = 0;
|
|
if (count GVAR(GForces) > 0) then {
|
|
_sum = 0;
|
|
{
|
|
_sum = _sum + _x;
|
|
} forEach GVAR(GForces);
|
|
_average = _sum / (count GVAR(GForces));
|
|
};
|
|
|
|
_classCoef = ACE_player getVariable ["ACE_GForceCoef",
|
|
getNumber (configFile >> "CfgVehicles" >> (typeOf ACE_player) >> "ACE_GForceCoef")];
|
|
_suitCoef = if ((uniform ACE_player) != "") then {
|
|
getNumber (configFile >> "CfgWeapons" >> (uniform ACE_player) >> "ACE_GForceCoef")
|
|
} else {
|
|
1
|
|
};
|
|
|
|
//Fix "Error Zero divisor"
|
|
if (_classCoef == 0) then {_classCoef = 0.001};
|
|
if (_suitCoef == 0) then {_suitCoef = 0.001};
|
|
|
|
_gBlackOut = MAXVIRTUALG / _classCoef + MAXVIRTUALG / _suitCoef - MAXVIRTUALG;
|
|
_gRedOut = MINVIRTUALG / _classCoef;
|
|
|
|
// @todo: Sort the interaction with medical
|
|
if ((_average > _gBlackOut) and {isClass (configFile >> "CfgPatches" >> "ACE_Medical") and {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then {
|
|
[ACE_player, true, (10 + floor(random 5))] call EFUNC(medical,setUnconscious);
|
|
};
|
|
|
|
GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]];
|
|
|
|
if !(ACE_player getVariable ["ACE_isUnconscious", false]) then {
|
|
if (_average > 0.30 * _gBlackOut) then {
|
|
_strength = ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) max 0;
|
|
GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]];
|
|
addCamShake [_strength, 1, 15];
|
|
} else {
|
|
if (_average < -0.30 * _gRedOut) then {
|
|
_strength = ((abs _average - 0.30 * _gRedOut) / (0.70 * _gRedOut)) max 0;
|
|
GVAR(GForces_CC) ppEffectAdjust [1,1,0,[1,0.2,0.2,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]];
|
|
addCamShake [_strength / 1.5, 1, 15];
|
|
};
|
|
};
|
|
};
|
|
|
|
GVAR(GForces_CC) ppEffectCommit INTERVAL;
|