ACE3/addons/medical/XEH_postInit.sqf
Glowbal a609d00730 Implemented a setDead function. Allows for interception of all kills and using a revive script instead.
Added playInjuredSound for damaged units.
Fixed some mistakes with variable names.
2015-02-08 13:18:08 +01:00

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