ACE3/addons/medical/XEH_postInit.sqf
Glowbal 4b584846b4 Replaced disableUserInput by setDisableUserInputStatus
Makes use of the wrapper around disableUserInput, so it will play nice with others
2015-03-01 14:27:44 +01:00

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// ACE Medical System Visual Loop
#include "script_component.hpp"
if (!hasInterface) exitwith{};
GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3"];
GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"];
["Medical_treatmentCompleted", FUNC(onTreatmentCompleted)] call ace_common_fnc_addEventHandler;
["medical_propagateWound", FUNC(onPropagateWound)] call ace_common_fnc_addEventHandler;
["medical_woundUpdateRequest", FUNC(onWoundUpdateRequest)] call ace_common_fnc_addEventHandler;
// Initialize all effects
// @todo: make this a macro?
_fnc_createEffect = {
private ["_type", "_layer", "_default"];
_type = _this select 0;
_layer = _this select 1;
_default = _this select 2;
_effect = ppEffectCreate [_type, _layer];
_effect ppEffectForceInNVG true;
_effect ppEffectAdjust _default;
_effect ppEffectCommit 0;
_effect
};
GVAR(effectUnconsciousCC) = [
"ColorCorrections",
4201,
[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]]
] call _fnc_createEffect;
GVAR(effectUnconsciousRB) = [
"RadialBlur",
4202,
[0.01,0.01,0,0]
] call _fnc_createEffect;
GVAR(effectBlindingCC) = [
"ColorCorrections",
4203,
[1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]]
] call _fnc_createEffect;
GVAR(effectBloodVolumeCC) = [
"ColorCorrections",
4204,
[1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]]
] call _fnc_createEffect;
GVAR(effectPainCA) = [
"chromAberration",
4205,
[0, 0, false]
] call _fnc_createEffect;
GVAR(effectPainCC) = [
"ColorCorrections",
4206,
[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]]
] call _fnc_createEffect;
// Initialize Other Variables
GVAR(effectBlind) = false;
GVAR(effectTimeBlood) = time;
// MAIN EFFECTS LOOP
[{
// Zeus interface is open or player is dead; disable everything
if (!(isNull (findDisplay 312)) or !(alive ACE_player)) exitWith {
GVAR(effectUnconsciousCC) ppEffectEnable false;
GVAR(effectUnconsciousRB) ppEffectEnable false;
GVAR(effectBlindingCC) ppEffectEnable false;
GVAR(effectBloodVolumeCC) ppEffectEnable false;
GVAR(effectPainCA) ppEffectEnable false;
GVAR(effectPainCC) ppEffectEnable false;
["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
};
// Unconsciousness effect
if (ACE_player getVariable [QGVAR(isUnconscious), false]) then {
GVAR(effectUnconsciousCC) ppEffectEnable true;
GVAR(effectUnconsciousRB) ppEffectEnable true;
GVAR(effectBlind) = true;
["unconscious", true] call EFUNC(common,setDisableUserInputStatus);
} else {
GVAR(effectUnconsciousCC) ppEffectEnable false;
GVAR(effectUnconsciousRB) ppEffectEnable false;
["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
if (GVAR(effectBlind)) then {
_strength = 0.78 * (call EFUNC(common,ambientBrightness));
GVAR(effectBlindingCC) ppEffectEnable true;
GVAR(effectBlindingCC) ppEffectAdjust [1,1,_strength, [1,1,1,0], [0,0,0,1], [0,0,0,0]];
GVAR(effectBlindingCC) ppEffectCommit 0;
[{
GVAR(effectBlindingCC) ppEffectAdjust [1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]];
GVAR(effectBlindingCC) ppEffectCommit ((_this select 0) * 2);
}, [_strength], 0.01, 0] call EFUNC(common,waitAndExecute);
[{
GVAR(effectBlindingCC) ppEffectEnable false;
}, [], (_strength * 2) + 0.5, 0] call EFUNC(common,waitAndExecute);
GVAR(effectBlind) = false;
};
};
// Bleeding Indicator
// @todo: redo this after initial release
if (damage ACE_player > 0.1 and GVAR(effectTimeBlood) + 6 < time) then {
GVAR(effectTimeBlood) = time;
[500 * damage ACE_player] call BIS_fnc_bloodEffect;
};
// Blood Volume Effect
_blood = (ACE_player getVariable [QGVAR(bloodVolume), 100]) / 100;
if (_blood > 0.99) then {
GVAR(effectBloodVolumeCC) ppEffectEnable false;
} else {
GVAR(effectBloodVolumeCC) ppEffectEnable true;
GVAR(effectBloodVolumeCC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,_blood], [0.2,0.2,0.2,0]];
GVAR(effectBloodVolumeCC) ppEffectCommit 0;
};
}, 0.5, []] call CBA_fnc_addPerFrameHandler;
GVAR(lastHeartBeat) = time;
GVAR(lastHeartBeatSound) = time;
// @todo, remove once parameters are set up
if (isNil QGVAR(level)) then {
GVAR(level) = 0;
};
// HEARTRATE BASED EFFECTS
[{
_heartRate = ACE_player getVariable [QGVAR(heartRate), 70];
if (GVAR(level) == 0) then {
_heartRate = 60 + 40 * (ACE_player getVariable [QGVAR(pain), 0]);
};
if (_heartRate <= 0) exitwith {};
_interval = 60 / (_heartRate min 50);
if (time > GVAR(lastHeartBeat) + _interval) then {
GVAR(lastHeartBeat) = time;
// Pain effect
_strength = ACE_player getVariable [QGVAR(pain), 0];
// _strength = _strength * (ACE_player getVariable [QGVAR(coefPain), GVAR(coefPain)]); @todo
GVAR(alternativePainEffect) = false; // @todo
if (GVAR(alternativePainEffect)) then {
GVAR(effectPainCC) ppEffectEnable false;
if ((ACE_player getVariable [QGVAR(pain), 0]) > 0 && {alive ACE_player}) then {
_strength = _strength * 0.15;
GVAR(effectPainCA) ppEffectEnable true;
GVAR(effectPainCA) ppEffectAdjust [_strength, _strength, false];
GVAR(effectPainCA) ppEffectCommit 0.01;
[{
GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
GVAR(effectPainCA) ppEffectCommit (_this select 1);
}, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute);
[{
GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
GVAR(effectPainCA) ppEffectCommit 0.01;
}, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute);
[{
GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false];
GVAR(effectPainCA) ppEffectCommit (_this select 1);
}, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute);
} else {
GVAR(effectPainCA) ppEffectEnable false;
};
} else {
GVAR(effectPainCA) ppEffectEnable false;
if ((ACE_player getVariable [QGVAR(pain), 0]) > 0 && {alive ACE_player}) then {
_strength = _strength * 0.6;
GVAR(effectPainCC) ppEffectEnable true;
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]];
GVAR(effectPainCC) ppEffectCommit 0.01;
[{
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]];
GVAR(effectPainCC) ppEffectCommit (_this select 1);
}, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute);
[{
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]];
GVAR(effectPainCC) ppEffectCommit 0.01;
}, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute);
[{
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]];
GVAR(effectPainCC) ppEffectCommit (_this select 1);
}, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute);
} else {
GVAR(effectPainCC) ppEffectEnable false;
};
};
};
if (GVAR(level) > 0 && {_heartRate > 0}) then {
_minTime = 60 / _heartRate;
if (time - GVAR(lastHeartBeatSound) > _minTime) then {
GVAR(lastHeartBeatSound) = time;
// Heart rate sound effect
if (_heartRate < 60) then {
_sound = GVAR(heartBeatSounds_Normal) select (random((count GVAR(heartBeatSounds_Normal)) -1));
playSound _sound;
} else {
if (_heartRate > 150) then {
playSound "ACE_heartbeat_fast_2";
};
};
};
};
}, 0, []] call CBA_fnc_addPerFrameHandler;
// broadcast injuries to JIP clients in a MP session
if (isMultiplayer && !isDedicated) then {
[QGVAR(onPlayerConnected), "onPlayerConnected", {
if (isNil QGVAR(InjuredCollection)) then {
GVAR(InjuredCollection) = [];
};
{
_unit = _x;
_openWounds = _unit getvariable [QGVAR(openWounds), []];
{
["medical_propagateWound", [_id], [_unit, _x]] call EFUNC(common,targetEvent);
}foreach _openWounds;
}foreach GVAR(InjuredCollection);
}, []] call BIS_fnc_addStackedEventHandler;
};