ACE3/addons/nightvision/functions/fnc_onVisionModeChanged.sqf
PabstMirror 4b42eb4385
ST Nightvision Effects (#4694)
* Merge ST Nightvision

* Cleanup

* Header cleanup

* Add ace setting for fog

* Cleanup debug

* Manual merge refuel changes

* Add new setting for effect scaling

* Cleanup

* Use ace_common_fnc_getZoom

* Fix compat inheritance changes

* Fix stringtable

* Add category

* Tidy function headers

* Replace global event with remote event
2017-12-06 13:15:33 -06:00

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/*
* Author: BaerMitUmlaut, Dslyecxi, PabstMirror
* Disables turning on NVGs while the player aims down his sight.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: New vision mode <NUMBER>
*
* Return Value:
* None
*
* Example:
* [player, 1] call ace_nightvision_fnc_onVisionModeChanged
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_visionMode"];
TRACE_2("onVisionModeChanged",_unit,_visionMode);
// Start PFEH when entering night vision mode:
if (_visionMode == 1) then {
if (GVAR(PFID) == -1) then {
GVAR(running) = true;
[true] call FUNC(setupDisplayEffects);
[] call FUNC(refreshGoggleType);
GVAR(PFID) = [LINKFUNC(pfeh), 0, []] call CBA_fnc_addPerFrameHandler;
// Fade in from black when turning nvg on
QGVAR(turnOnEffect) cutText ["", "BLACK IN", 2.5];
};
};
// Handle disableNVGsWithSights setting:
if (GVAR(disableNVGsWithSights) && {(hmd _unit) != ""}) then {
if ((vehicle _unit == _unit)
|| {isTurnedOut _unit}
|| {!([_unit] call EFUNC(common,hasHatch))
&& {[_unit] call EFUNC(common,getTurretIndex) in ([vehicle _unit] call EFUNC(common,getTurretsFFV))}
}) then {
if ((cameraView == "GUNNER") && {_visionMode > 0}) then {
_unit action ["NVGogglesOff", _unit];
};
};
};