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https://github.com/acemod/ACE3.git
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cc414de8d1
* Initial commit advanced fatigue * Added animation changes * Fixes, rewrites * Broadcast 3den attribute and fix UBC * Further animation tweaks * Added Eden attribute and CBA settings * Switch to CBA events * Add beautified component name * Rewrites, fixes, tweaks * Move setVars to GVARs * Add setting to disable * Switch to status effect handler for sprint and jog blocking * Add component name * Failsafe for early unit player EH * Removed raised weapon penalty for pistols * Added respawn compatibility * Tweaked side jog animation speed * Added support for virtual load * Added stamina bar * Remove debug flags * Added custom duty factor functions and values * Added structural comments * Disabled CBA settings, added ACE settings * Fixed config * Added readme * Remove leftover debug diag_logs * Improved stringtable
91 lines
2.8 KiB
Plaintext
91 lines
2.8 KiB
Plaintext
/*
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* Author: BaerMitUmlaut
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* Handles any audible, visual and physical effects of fatigue.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Fatigue <NUMBER>
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* 2: Speed <NUMBER>
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* 3: Overexhausted <BOOL>
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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, 0.5, 3.3, true] call ace_advanced_fatigue_fnc_handleEffects
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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", "_fatigue", "_speed", "_overexhausted"];
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#ifdef DEBUG_MODE_FULL
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systemChat str _fatigue;
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systemChat str vectorMagnitude velocity _unit;
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#endif
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// - Audible effects ----------------------------------------------------------
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GVAR(lastBreath) = GVAR(lastBreath) + 1;
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if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater _unit}) then {
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switch (true) do {
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case (_fatigue < 0.6): {
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playSound (QGVAR(breathLow) + str(floor random 6));
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};
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case (_fatigue < 0.85): {
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playSound (QGVAR(breathMid) + str(floor random 6));
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};
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default {
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playSound (QGVAR(breathMax) + str(floor random 6));
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};
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};
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GVAR(lastBreath) = 0;
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};
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// - Visual effects -----------------------------------------------------------
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GVAR(ppeBlackoutLast) = GVAR(ppeBlackoutLast) + 1;
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if (GVAR(ppeBlackoutLast) == 1) then {
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GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]];
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GVAR(ppeBlackout) ppEffectCommit 1;
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} else {
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if (_fatigue > 0.85) then {
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if (GVAR(ppeBlackoutLast) > (100 - _fatigue * 100) / 3) then {
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GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2,2,0,0,0,0.1,0.5]];
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GVAR(ppeBlackout) ppEffectCommit 1;
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GVAR(ppeBlackoutLast) = 0;
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};
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};
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};
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// - Physical effects ---------------------------------------------------------
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if (GVAR(isSwimming)) exitWith {
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_unit setAnimSpeedCoef (1 - _fatigue / 3);
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};
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if (_overexhausted) then {
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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} else {
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if (isForcedWalk _unit && {_fatigue < 0.7}) then {
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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} else {
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if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then {
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[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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} else {
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if ((!isSprintAllowed _unit) && {_fatigue < 0.6}) then {
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[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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};
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};
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};
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};
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switch (stance _unit) do {
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case ("CROUCH"): {
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_unit setCustomAimCoef (1.0 + _fatigue ^ 2 * 0.1);
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};
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case ("PRONE"): {
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_unit setCustomAimCoef (1.0 + _fatigue ^ 2 * 2.0);
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};
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default {
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_unit setCustomAimCoef (1.5 + _fatigue ^ 2 * 3.0);
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};
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};
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