mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
87 lines
2.6 KiB
Plaintext
87 lines
2.6 KiB
Plaintext
/*
|
|
* Author: Garth 'L-H' de Wet, commy2
|
|
* Determines whether to place dust on the goggles, based on calibre of weapon fired and other requirements. Called from the unified fired EH only for the local player.
|
|
*
|
|
* Arguments:
|
|
* None. Parameters inherited from EFUNC(common,firedEH)
|
|
*
|
|
* Return Value:
|
|
* Function is handled? <BOOL>
|
|
*
|
|
* Public: No
|
|
*/
|
|
#include "script_component.hpp"
|
|
|
|
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
|
|
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
|
|
|
|
// no dust in rain
|
|
if (rain > 0.1) exitWith {true};
|
|
|
|
// effect only aplies when lying on the ground
|
|
if (stance _unit != "PRONE") exitWith {true};
|
|
|
|
private ["_position", "_particleConfig", "_cloudType", "_surface", "_bullets"];
|
|
|
|
// check if the unit really is on the ground and not in a building
|
|
_position = getPosATL _unit;
|
|
|
|
if (_position select 2 > 0.2) exitWith {true};
|
|
|
|
// get weapon dust effect
|
|
_particleConfig = configFile >> "CfgWeapons" >> _weapon >> "GunParticles";
|
|
|
|
_cloudType = "";
|
|
|
|
if (isClass (_particleConfig >> "FirstEffect")) then { // @todo read this with custom / non-standard config classnames
|
|
_cloudType = getText (_particleConfig >> "FirstEffect" >> "effectName");
|
|
} else {
|
|
if (isClass (_particleConfig >> "effect1")) then {
|
|
_cloudType = getText (_particleConfig >> "effect1" >> "effectName");
|
|
};
|
|
};
|
|
|
|
// quit if the weapon causes no dust effect
|
|
if (_cloudType == "") exitWith {true};
|
|
|
|
// get if the surface is dusty
|
|
if (surfaceIsWater _position) exitWith {true};
|
|
|
|
_surface = surfaceType _position select [1]; // cuts of the leading #
|
|
|
|
if (_surface != GVAR(surfaceCache)) then {
|
|
GVAR(surfaceCache) = _surface;
|
|
GVAR(surfaceCacheIsDust) = getNumber (configFile >> "CfgSurfaces" >> _surface >> "dust") >= 0.1;
|
|
};
|
|
|
|
// quit if surface isn't dusty
|
|
if (!GVAR(surfaceCacheIsDust)) exitWith {true};
|
|
|
|
// increment dust value with type bullet
|
|
_bullets = GETDUSTT(DBULLETS);
|
|
|
|
if (diag_tickTime - GETDUSTT(DTIME) > 1) then {
|
|
_bullets = 0;
|
|
};
|
|
|
|
_bullets = _bullets + 1;
|
|
|
|
SETDUST(DBULLETS,_bullets);
|
|
SETDUST(DTIME,diag_tickTime);
|
|
|
|
// apply dust effect if the amount of fired bullets is over the threshold
|
|
if (GETDUSTT(DAMOUNT) < 2) then {
|
|
private _bulletsRequired = 100;
|
|
|
|
if (isNumber (configFile >> _cloudType >> QGVAR(BulletCount))) then {
|
|
_bulletsRequired = getNumber (configFile >> _cloudType >> QGVAR(BulletCount));
|
|
};
|
|
|
|
if (_bullets > _bulletsRequired) then {
|
|
SETDUST(DACTIVE,true);
|
|
call FUNC(applyDustEffect);
|
|
};
|
|
};
|
|
|
|
true
|