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1385f12542
* Add brightness control when NV effects disabled * Add initial ajust and commit. Add comment to math * Fix math comment * Change initial level to -3
52 lines
1.5 KiB
Plaintext
52 lines
1.5 KiB
Plaintext
/*
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* Author: BaerMitUmlaut, Dslyecxi, PabstMirror
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* Disables turning on NVGs while the player aims down his sight.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: New vision mode <NUMBER>
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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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* [player, 1] call ace_nightvision_fnc_onVisionModeChanged
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_visionMode"];
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TRACE_2("onVisionModeChanged",_unit,_visionMode);
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// handle only brightness if effects are disabled
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if (GVAR(effectScaling) == 0) exitWith {
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GVAR(ppEffectNVGBrightness) ppEffectEnable (_visionMode == 1);
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};
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// Start PFEH when entering night vision mode:
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if (_visionMode == 1) then {
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if (GVAR(PFID) == -1) then {
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GVAR(running) = true;
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[true] call FUNC(setupDisplayEffects);
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[] call FUNC(refreshGoggleType);
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GVAR(PFID) = [LINKFUNC(pfeh), 0, []] call CBA_fnc_addPerFrameHandler;
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// Fade in from black when turning nvg on
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QGVAR(turnOnEffect) cutText ["", "BLACK IN", 2.5];
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};
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};
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// Handle disableNVGsWithSights setting:
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if (GVAR(disableNVGsWithSights) && {(hmd _unit) != ""}) then {
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if ((vehicle _unit == _unit)
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|| {isTurnedOut _unit}
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|| {!([_unit] call EFUNC(common,hasHatch))
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&& {[_unit] call EFUNC(common,getTurretIndex) in ([vehicle _unit] call EFUNC(common,getTurretsFFV))}
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}) then {
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if ((cameraView == "GUNNER") && {_visionMode > 0}) then {
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_unit action ["NVGogglesOff", _unit];
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};
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};
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};
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