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https://github.com/acemod/ACE3.git
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a609d00730
Added playInjuredSound for damaged units. Fixed some mistakes with variable names.
102 lines
4.4 KiB
Plaintext
102 lines
4.4 KiB
Plaintext
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#include "script_component.hpp"
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if (!hasInterface) exitwith{};
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//45 cutRsc [QGVAR(ScreenEffectsBlack),"PLAIN"];
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GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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GVAR(playingHeartBeatSound) = false;
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GVAR(effect_BloodLevel_CC) = ppEffectCreate ["ColorCorrections", 4208];
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GVAR(effect_BloodLevel_CC) ppEffectForceInNVG true;
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GVAR(effect_BloodLevel_CC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]];
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GVAR(effect_BloodLevel_CC) ppEffectCommit 0;
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GVAR(effectUnconsciousUnit) = objNull;
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// TODO add settings to allow modification of what is being displayed.
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[{
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private ["_unit","_bloodLoss", "_bloodVolume"];
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_unit = ACE_player;
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if (isNull(findDisplay 312) && alive _unit) then {
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if ([_unit] call EFUNC(common,isAwake)) then {
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_bloodLoss = _unit call FUNC(getBloodLoss);
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if (_bloodLoss >0) then {
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_time = 10 - _bloodLoss;
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if (_time < 1.5) then {
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_time = 1.5;
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};
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if (time - (missionNamespace getvariable [QGVAR(displayedBleedingEffectMoment), -10])) then {
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missionNamespace setvariable [QGVAR(displayedBleedingEffectMoment), time];
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// call bleeding effect
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};
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};
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// Heart rate sound effect
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_heartRate = _unit getvariable[QGVAR(heartRate), 70];
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if (_heartRate > 0.1) then {
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if (GVAR(playingHeartBeatSound)) exitwith {};
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GVAR(playingHeartBeatSound) = true;
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_sleep = 60 / _heartRate;
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if (_heartRate < 60) then {
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_sound = GVAR(heartBeatSounds_Slow) select (random((count GVAR(heartBeatSounds_Slow)) -1));
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playSound _sound;
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[{
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GVAR(playingHeartBeatSound) = false;
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}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
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} else {
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if (_heartRate > 120) then {
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_sound = GVAR(heartBeatSounds_Fast) select (random((count GVAR(heartBeatSounds_Fast)) -1));
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playSound _sound;
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[{
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GVAR(playingHeartBeatSound) = false;
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}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
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};
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};
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};
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// TODO implement a new pain effect.
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};
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if (_unit getvariable ["ACE_isUnconscious", false] && GVAR(effectUnconsciousUnit) != _unit) then {
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GVAR(effectUnconsciousUnit) = _unit;
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// handle the unconscious effects.
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[] call EFUNC(common,closeAllDialogs_f);
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//[true] call FUNC(effectBlackOut);
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["unconscious", true] call EFUNC(common,setDisableUserInputStatus);
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[false] call EFUNC(common,setVolume_f);
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} else {
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if (GVAR(effectUnconsciousUnit) == _unit) then {
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GVAR(effectUnconsciousUnit) = ObjNull;
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//[false] call FUNC(effectBlackOut);
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["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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[true] call EFUNC(common,setVolume_f);
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};
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};
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// Blood volume grayscale Effect
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_bloodVolume = _unit getVariable [QGVAR(bloodVolume), 100];
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if (_bloodVolume > 99 || !alive _unit) then {
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GVAR(effect_BloodLevel_CC) ppEffectEnable false;
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} else {
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GVAR(effect_BloodLevel_CC) ppEffectEnable true;
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GVAR(effect_BloodLevel_CC) ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1, 1, 1,_bloodVolume/100], [0.2, 0.2, 0.2, 0]];
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GVAR(effect_BloodLevel_CC) ppEffectCommit 0;
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};
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} else {
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GVAR(effect_BloodLevel_CC) ppEffectEnable false;
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if (!isNull GVAR(effectUnconsciousUnit)) then {
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GVAR(effectUnconsciousUnit) = ObjNull;
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//[false] call FUNC(effectBlackOut);
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["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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[true] call EFUNC(common,setVolume_f);
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};
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};
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}, 0.5, [] ] call CBA_fnc_addPerFrameHandler;
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