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8c7f8d7d6a
* Intensify pain effects * Add chromatic abberation effect, add blur with very high pain * Add option for limited pain effects with only high pain blur * Fix playInjuredSound * Add instant feedback effects update when getting hit * Cleanup * Overhaul playInjuredSound * Fix voice detection, simplify nearby unit filter * Apply suggestions from code review * Add Chromatic Aberration translations * Use while loop instead of configClasses * detach say3d dummies before deleting
52 lines
1.7 KiB
Plaintext
52 lines
1.7 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Handles any visual effects of medical.
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* Note: Heart beat sounds run in a different PFH - see fnc_effectHeartBeat.
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*
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* Arguments:
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* 0: Manual, instant update (optional, default false) <BOOL>
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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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* [] call ace_medical_feedback_fnc_handleEffects
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*
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* Public: No
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*/
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params [["_manualUpdate", false]];
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if (EGVAR(common,OldIsCamera) || {!alive ACE_player}) exitWith {
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[false, 0] call FUNC(effectUnconscious);
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[false] call FUNC(effectPain);
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[false] call FUNC(effectBloodVolume);
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[false] call FUNC(effectBleeding);
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};
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BEGIN_COUNTER(handleEffects);
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// - Current state info -------------------------------------------------------
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private _bleedingStrength = GET_BLOOD_LOSS(ACE_player);
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private _bloodVolume = GET_BLOOD_VOLUME(ACE_player);
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private _unconscious = IS_UNCONSCIOUS(ACE_player);
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private _heartRate = GET_HEART_RATE(ACE_player);
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private _pain = GET_PAIN_PERCEIVED(ACE_player);
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if ((!GVAR(heartBeatEffectRunning)) && {_heartRate != 0} && {(_heartRate > 160) || {_heartRate < 60}}) then {
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TRACE_1("Starting heart beat effect",_heartRate);
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GVAR(heartBeatEffectRunning) = true;
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[] call FUNC(effectHeartBeat);
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};
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// - Visual effects -----------------------------------------------------------
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[_unconscious, 2] call FUNC(effectUnconscious);
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[
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true, linearConversion [BLOOD_VOLUME_CLASS_2_HEMORRHAGE, BLOOD_VOLUME_CLASS_4_HEMORRHAGE, _bloodVolume, 0, 1, true]
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] call FUNC(effectBloodVolume);
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[!_unconscious, _pain] call FUNC(effectPain);
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[!_unconscious, _bleedingStrength, _manualUpdate] call FUNC(effectBleeding);
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END_COUNTER(handleEffects);
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