ACE3/addons/medical_feedback/XEH_postInit.sqf
PabstMirror 0d7709673a
Medical Feedback - Fix DISABLE_VANILLA_DAMAGE_EFFECTS (#6966)
* Medical Feedback - Fix DISABLE_VANILLA_DAMAGE_EFFECTS

* Keep compatibilty with old ace_medical_lastDamageSource var name
2019-04-27 14:04:31 -05:00

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#include "script_component.hpp"
[QEGVAR(medical,injured), {
params ["_unit", "_painLevel"];
[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call FUNC(playInjuredSound);
}] call CBA_fnc_addEventHandler;
[QEGVAR(medical,moan), {
params ["_unit", "_painLevel"];
[_unit, "moan", PAIN_TO_MOAN(_painLevel)] call FUNC(playInjuredSound);
}] call CBA_fnc_addEventHandler;
if (!hasInterface) exitWith {};
GVAR(nextFadeIn) = 0;
GVAR(heartBeatEffectRunning) = false;
[false] call FUNC(initEffects);
[LINKFUNC(handleEffects), 1, []] call CBA_fnc_addPerFrameHandler;
["ace_unconscious", {
params ["_unit", "_unconscious"];
if (_unit != ACE_player) exitWith {};
// Toggle unconscious player's ability to talk in radio addons
if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {
_unit setVariable ["tf_voiceVolume", [1, 0] select _unconscious, true];
_unit setVariable ["tf_unable_to_use_radio", _unconscious]; // Only used locally
};
if (["acre_main"] call EFUNC(common,isModLoaded)) then {
_unit setVariable ["acre_sys_core_isDisabled", _unconscious, true];
};
// Greatly reduce player's hearing ability while unconscious (affects radio addons)
[QUOTE(ADDON), VOL_UNCONSCIOUS, _unconscious] call EFUNC(common,setHearingCapability);
[_unconscious, 1] call FUNC(effectUnconscious);
["unconscious", _unconscious] call EFUNC(common,setDisableUserInputStatus);
}] call CBA_fnc_addEventHandler;
// Reset volume upon death for spectators
[QEGVAR(medical,death), {
params ["_unit"];
if (_unit != ACE_player) exitWith {};
if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {
_unit setVariable ["tf_voiceVolume", 1, true];
_unit setVariable ["tf_unable_to_use_radio", false];
};
if (["acre_main"] call EFUNC(common,isModLoaded)) then {
_unit setVariable ["acre_sys_core_isDisabled", false, true];
};
[QUOTE(ADDON), 1, false] call EFUNC(common,setHearingCapability);
}] call CBA_fnc_addEventHandler;
// Update effects to match new unit's current status (this also handles respawn)
["unit", {
params ["_new"];
private _status = _new getVariable ["ace_unconscious", false];
if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {
_new setVariable ["tf_voiceVolume", [1, 0] select _status, true];
_new setVariable ["tf_unable_to_use_radio", _status];
};
if (["acre_main"] call EFUNC(common,isModLoaded)) then {
_new setVariable ["acre_sys_core_isDisabled", _status, true];
};
[QUOTE(ADDON), VOL_UNCONSCIOUS, _status] call EFUNC(common,setHearingCapability);
[_status, 0] call FUNC(effectUnconscious);
["unconscious", _status] call EFUNC(common,setDisableUserInputStatus);
}] call CBA_fnc_addPlayerEventHandler;
// Kill vanilla bleeding feedback effects.
#ifdef DISABLE_VANILLA_DAMAGE_EFFECTS
TRACE_1("disabling vanilla bleeding feedback effects",_this);
[{
{isNil _x} count [
"BIS_fnc_feedback_damageCC",
"BIS_fnc_feedback_damageRadialBlur",
"BIS_fnc_feedback_damageBlur"
] == 0
}, {
{
ppEffectDestroy _x;
} forEach [
BIS_fnc_feedback_damageCC,
BIS_fnc_feedback_damageRadialBlur,
BIS_fnc_feedback_damageBlur
];
}] call CBA_fnc_waitUntilAndExecute;
#endif