ACE3/addons/nightvision/functions/fnc_onVisionModeChanged.sqf
Dystopian 1385f12542 Add brightness control when NV effects disabled (#5913)
* Add brightness control when NV effects disabled

* Add initial ajust and commit. Add comment to math

* Fix math comment

* Change initial level to -3
2017-12-17 13:09:41 -06:00

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/*
* Author: BaerMitUmlaut, Dslyecxi, PabstMirror
* Disables turning on NVGs while the player aims down his sight.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: New vision mode <NUMBER>
*
* Return Value:
* None
*
* Example:
* [player, 1] call ace_nightvision_fnc_onVisionModeChanged
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_visionMode"];
TRACE_2("onVisionModeChanged",_unit,_visionMode);
// handle only brightness if effects are disabled
if (GVAR(effectScaling) == 0) exitWith {
GVAR(ppEffectNVGBrightness) ppEffectEnable (_visionMode == 1);
};
// Start PFEH when entering night vision mode:
if (_visionMode == 1) then {
if (GVAR(PFID) == -1) then {
GVAR(running) = true;
[true] call FUNC(setupDisplayEffects);
[] call FUNC(refreshGoggleType);
GVAR(PFID) = [LINKFUNC(pfeh), 0, []] call CBA_fnc_addPerFrameHandler;
// Fade in from black when turning nvg on
QGVAR(turnOnEffect) cutText ["", "BLACK IN", 2.5];
};
};
// Handle disableNVGsWithSights setting:
if (GVAR(disableNVGsWithSights) && {(hmd _unit) != ""}) then {
if ((vehicle _unit == _unit)
|| {isTurnedOut _unit}
|| {!([_unit] call EFUNC(common,hasHatch))
&& {[_unit] call EFUNC(common,getTurretIndex) in ([vehicle _unit] call EFUNC(common,getTurretsFFV))}
}) then {
if ((cameraView == "GUNNER") && {_visionMode > 0}) then {
_unit action ["NVGogglesOff", _unit];
};
};
};