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4b584846b4
Makes use of the wrapper around disableUserInput, so it will play nice with others
236 lines
9.3 KiB
Plaintext
236 lines
9.3 KiB
Plaintext
// ACE Medical System Visual Loop
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#include "script_component.hpp"
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if (!hasInterface) exitwith{};
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GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3"];
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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"];
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["Medical_treatmentCompleted", FUNC(onTreatmentCompleted)] call ace_common_fnc_addEventHandler;
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["medical_propagateWound", FUNC(onPropagateWound)] call ace_common_fnc_addEventHandler;
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["medical_woundUpdateRequest", FUNC(onWoundUpdateRequest)] call ace_common_fnc_addEventHandler;
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// Initialize all effects
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// @todo: make this a macro?
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_fnc_createEffect = {
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private ["_type", "_layer", "_default"];
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_type = _this select 0;
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_layer = _this select 1;
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_default = _this select 2;
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_effect = ppEffectCreate [_type, _layer];
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_effect ppEffectForceInNVG true;
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_effect ppEffectAdjust _default;
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_effect ppEffectCommit 0;
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_effect
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};
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GVAR(effectUnconsciousCC) = [
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"ColorCorrections",
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4201,
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[1,1,0, [0,0,0,1], [0,0,0,0], [1,1,1,1], [0.4,0.4,0,0,0,0.1,0.3]]
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] call _fnc_createEffect;
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GVAR(effectUnconsciousRB) = [
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"RadialBlur",
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4202,
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[0.01,0.01,0,0]
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] call _fnc_createEffect;
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GVAR(effectBlindingCC) = [
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"ColorCorrections",
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4203,
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[1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]]
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] call _fnc_createEffect;
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GVAR(effectBloodVolumeCC) = [
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"ColorCorrections",
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4204,
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[1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]]
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] call _fnc_createEffect;
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GVAR(effectPainCA) = [
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"chromAberration",
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4205,
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[0, 0, false]
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] call _fnc_createEffect;
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GVAR(effectPainCC) = [
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"ColorCorrections",
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4206,
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[1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1.3,1.3,0,0,0,0.2,2]]
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] call _fnc_createEffect;
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// Initialize Other Variables
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GVAR(effectBlind) = false;
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GVAR(effectTimeBlood) = time;
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// MAIN EFFECTS LOOP
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[{
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// Zeus interface is open or player is dead; disable everything
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if (!(isNull (findDisplay 312)) or !(alive ACE_player)) exitWith {
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GVAR(effectUnconsciousCC) ppEffectEnable false;
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GVAR(effectUnconsciousRB) ppEffectEnable false;
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GVAR(effectBlindingCC) ppEffectEnable false;
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GVAR(effectBloodVolumeCC) ppEffectEnable false;
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GVAR(effectPainCA) ppEffectEnable false;
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GVAR(effectPainCC) ppEffectEnable false;
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["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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};
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// Unconsciousness effect
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if (ACE_player getVariable [QGVAR(isUnconscious), false]) then {
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GVAR(effectUnconsciousCC) ppEffectEnable true;
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GVAR(effectUnconsciousRB) ppEffectEnable true;
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GVAR(effectBlind) = true;
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["unconscious", true] call EFUNC(common,setDisableUserInputStatus);
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} else {
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GVAR(effectUnconsciousCC) ppEffectEnable false;
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GVAR(effectUnconsciousRB) ppEffectEnable false;
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["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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if (GVAR(effectBlind)) then {
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_strength = 0.78 * (call EFUNC(common,ambientBrightness));
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GVAR(effectBlindingCC) ppEffectEnable true;
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GVAR(effectBlindingCC) ppEffectAdjust [1,1,_strength, [1,1,1,0], [0,0,0,1], [0,0,0,0]];
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GVAR(effectBlindingCC) ppEffectCommit 0;
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[{
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GVAR(effectBlindingCC) ppEffectAdjust [1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]];
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GVAR(effectBlindingCC) ppEffectCommit ((_this select 0) * 2);
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}, [_strength], 0.01, 0] call EFUNC(common,waitAndExecute);
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[{
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GVAR(effectBlindingCC) ppEffectEnable false;
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}, [], (_strength * 2) + 0.5, 0] call EFUNC(common,waitAndExecute);
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GVAR(effectBlind) = false;
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};
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};
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// Bleeding Indicator
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// @todo: redo this after initial release
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if (damage ACE_player > 0.1 and GVAR(effectTimeBlood) + 6 < time) then {
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GVAR(effectTimeBlood) = time;
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[500 * damage ACE_player] call BIS_fnc_bloodEffect;
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};
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// Blood Volume Effect
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_blood = (ACE_player getVariable [QGVAR(bloodVolume), 100]) / 100;
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if (_blood > 0.99) then {
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GVAR(effectBloodVolumeCC) ppEffectEnable false;
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} else {
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GVAR(effectBloodVolumeCC) ppEffectEnable true;
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GVAR(effectBloodVolumeCC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,_blood], [0.2,0.2,0.2,0]];
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GVAR(effectBloodVolumeCC) ppEffectCommit 0;
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};
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}, 0.5, []] call CBA_fnc_addPerFrameHandler;
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GVAR(lastHeartBeat) = time;
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GVAR(lastHeartBeatSound) = time;
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// @todo, remove once parameters are set up
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if (isNil QGVAR(level)) then {
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GVAR(level) = 0;
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};
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// HEARTRATE BASED EFFECTS
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[{
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_heartRate = ACE_player getVariable [QGVAR(heartRate), 70];
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if (GVAR(level) == 0) then {
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_heartRate = 60 + 40 * (ACE_player getVariable [QGVAR(pain), 0]);
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};
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if (_heartRate <= 0) exitwith {};
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_interval = 60 / (_heartRate min 50);
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if (time > GVAR(lastHeartBeat) + _interval) then {
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GVAR(lastHeartBeat) = time;
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// Pain effect
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_strength = ACE_player getVariable [QGVAR(pain), 0];
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// _strength = _strength * (ACE_player getVariable [QGVAR(coefPain), GVAR(coefPain)]); @todo
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GVAR(alternativePainEffect) = false; // @todo
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if (GVAR(alternativePainEffect)) then {
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GVAR(effectPainCC) ppEffectEnable false;
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if ((ACE_player getVariable [QGVAR(pain), 0]) > 0 && {alive ACE_player}) then {
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_strength = _strength * 0.15;
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GVAR(effectPainCA) ppEffectEnable true;
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GVAR(effectPainCA) ppEffectAdjust [_strength, _strength, false];
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GVAR(effectPainCA) ppEffectCommit 0.01;
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[{
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GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
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GVAR(effectPainCA) ppEffectCommit (_this select 1);
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}, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute);
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[{
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GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
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GVAR(effectPainCA) ppEffectCommit 0.01;
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}, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute);
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[{
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GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
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GVAR(effectPainCA) ppEffectCommit (_this select 1);
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}, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute);
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} else {
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GVAR(effectPainCA) ppEffectEnable false;
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};
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} else {
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GVAR(effectPainCA) ppEffectEnable false;
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if ((ACE_player getVariable [QGVAR(pain), 0]) > 0 && {alive ACE_player}) then {
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_strength = _strength * 0.6;
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GVAR(effectPainCC) ppEffectEnable true;
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GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - _strength,1 - _strength,0,0,0,0.2,2]];
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GVAR(effectPainCC) ppEffectCommit 0.01;
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[{
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GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
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GVAR(effectPainCC) ppEffectCommit (_this select 1);
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}, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute);
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[{
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GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
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GVAR(effectPainCC) ppEffectCommit 0.01;
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}, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute);
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[{
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GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]];
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GVAR(effectPainCC) ppEffectCommit (_this select 1);
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}, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute);
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} else {
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GVAR(effectPainCC) ppEffectEnable false;
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};
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};
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};
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if (GVAR(level) > 0 && {_heartRate > 0}) then {
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_minTime = 60 / _heartRate;
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if (time - GVAR(lastHeartBeatSound) > _minTime) then {
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GVAR(lastHeartBeatSound) = time;
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// Heart rate sound effect
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if (_heartRate < 60) then {
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_sound = GVAR(heartBeatSounds_Normal) select (random((count GVAR(heartBeatSounds_Normal)) -1));
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playSound _sound;
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} else {
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if (_heartRate > 150) then {
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playSound "ACE_heartbeat_fast_2";
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};
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};
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};
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};
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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// broadcast injuries to JIP clients in a MP session
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if (isMultiplayer && !isDedicated) then {
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[QGVAR(onPlayerConnected), "onPlayerConnected", {
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if (isNil QGVAR(InjuredCollection)) then {
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GVAR(InjuredCollection) = [];
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};
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{
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_unit = _x;
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_openWounds = _unit getvariable [QGVAR(openWounds), []];
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{
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["medical_propagateWound", [_id], [_unit, _x]] call EFUNC(common,targetEvent);
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}foreach _openWounds;
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}foreach GVAR(InjuredCollection);
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}, []] call BIS_fnc_addStackedEventHandler;
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};
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