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https://github.com/acemod/ACE3.git
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149 lines
5.9 KiB
Plaintext
149 lines
5.9 KiB
Plaintext
// by CAA-Picard
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private ["_currentBlood", "_time", "_blind", "_timeBlood", "_strength", "_currentBlood"];
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if (!hasInterface) exitWith {};
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AGM_Unconscious_CC = ppEffectCreate ["ColorCorrections", 4206];
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AGM_Unconscious_CC ppEffectForceInNVG True;
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AGM_Unconscious_CC ppEffectAdjust [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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AGM_Unconscious_CC ppEffectCommit 0;
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AGM_Unconscious_RB = ppEffectCreate ["RadialBlur", 4207];
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AGM_Unconscious_RB ppEffectForceInNVG True;
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AGM_Unconscious_RB ppEffectAdjust [0.01, 0.01, 0, 0];
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AGM_Unconscious_RB ppEffectCommit 0;
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AGM_Blinding_CC = ppEffectCreate ["ColorCorrections", 4211];
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AGM_Blinding_CC ppEffectForceInNVG True;
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AGM_Blinding_CC ppEffectAdjust [1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]];
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AGM_Blinding_CC ppEffectCommit 0;
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AGM_BloodLevel_CC = ppEffectCreate ["ColorCorrections", 4208];
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AGM_BloodLevel_CC ppEffectForceInNVG True;
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AGM_BloodLevel_CC ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]];
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AGM_BloodLevel_CC ppEffectCommit 0;
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AGM_Pain_CA = ppEffectCreate ["chromAberration", 4209];
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AGM_Pain_CA ppEffectForceInNVG True;
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AGM_Pain_CA ppEffectAdjust [0, 0, False];
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AGM_Pain_CA ppEffectCommit 0;
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AGM_Pain_CC = ppEffectCreate ["ColorCorrections", 4210];
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AGM_Pain_CC ppEffectForceInNVG True;
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AGM_Pain_CC ppEffectAdjust [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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AGM_Pain_CC ppEffectCommit 0;
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// Spawn a thread to handle graphical effects for player, regardless of which unit he's controlling
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0 spawn {
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_time = time;
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_timeBlood = 0;
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_blind = False;
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while {True} do {
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// Detect if curator interface is open and then disable effects
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if (!isNull(findDisplay 312)) then {
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AGM_BloodLevel_CC ppEffectEnable False;
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AGM_Unconscious_CC ppEffectEnable False;
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AGM_Unconscious_RB ppEffectEnable False;
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AGM_Blinding_CC ppEffectEnable False;
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AGM_Pain_CC ppEffectEnable False;
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AGM_Pain_CA ppEffectEnable False;
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waitUntil {isNull(findDisplay 312)};
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};
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// Detect if player is not alive and then disable effects and enable input
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if (!(alive AGM_player)) then {
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AGM_BloodLevel_CC ppEffectEnable False;
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AGM_Unconscious_CC ppEffectEnable False;
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AGM_Unconscious_RB ppEffectEnable False;
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AGM_Blinding_CC ppEffectEnable False;
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AGM_Pain_CC ppEffectEnable False;
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AGM_Pain_CA ppEffectEnable False;
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if !(isNull (uiNamespace getVariable ["AGM_Core_dlgDisableMouse", displayNull])) then {
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[False] call AGM_Core_fnc_disableUserInput;
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};
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waitUntil {alive AGM_player};
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};
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// Unconciousness Effect
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if (AGM_player getVariable ["AGM_isUnconscious", False]) then {
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AGM_Unconscious_CC ppEffectEnable True;
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AGM_Unconscious_RB ppEffectEnable True;
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_blind = True;
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if (isNull (uiNamespace getVariable ["AGM_Core_dlgDisableMouse", displayNull])) then {
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[True, True] call AGM_Core_fnc_disableUserInput;
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};
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} else {
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AGM_Unconscious_CC ppEffectEnable False;
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AGM_Unconscious_RB ppEffectEnable False;
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if !(isNull (uiNamespace getVariable ["AGM_Core_dlgDisableMouse", displayNull])) then {
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[False] call AGM_Core_fnc_disableUserInput;
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};
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if (_blind) then {
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// blinding strength depedent on light level
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_strength = 0.78 * (call AGM_Core_fnc_ambientBrightness);
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AGM_Blinding_CC ppEffectEnable True;
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AGM_Blinding_CC ppEffectAdjust [1,1,_strength, [1,1,1,0], [0,0,0,1], [0,0,0,0]];
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AGM_Blinding_CC ppEffectCommit 0.01;
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waitUntil {ppEffectCommitted AGM_Blinding_CC};
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AGM_Blinding_CC ppEffectAdjust [1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]];
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AGM_Blinding_CC ppEffectCommit (_strength * 2);
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(_strength * 2) spawn {
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sleep _this;
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AGM_Blinding_CC ppEffectEnable False;
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};
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_blind = False;
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};
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};
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// Pain Effect
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_strength = AGM_player getVariable ["AGM_Pain", 0];
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_strength = _strength * (AGM_player getVariable ["AGM_Medical_CoefPain", AGM_Medical_CoefPain]);
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if (profileNamespace getVariable ["AGM_alternativePainEffect", False]) then {
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AGM_Pain_CA ppEffectEnable False;
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if ((AGM_player getVariable ["AGM_Pain", 0]) > 0 && {alive AGM_player}) then {
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AGM_Pain_CC ppEffectEnable True;
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AGM_Pain_CC ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [(1 - _strength * 0.17) max 0,(1 - _strength * 0.17) max 0,0,0,0,0.2,2]];
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AGM_Pain_CC ppEffectCommit 1;
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sleep (1.5 - (AGM_player getVariable ["AGM_Pain", 0]));
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AGM_Pain_CC ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [(1 - _strength * 1.7) max 0,(1 - _strength * 1.7) max 0,0,0,0,0.2,2]];
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AGM_Pain_CC ppEffectCommit 1;
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sleep 0.15;
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} else {
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AGM_Pain_CC ppEffectEnable False;
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sleep 1;
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};
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} else {
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AGM_Pain_CC ppEffectEnable False;
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if ((AGM_player getVariable ["AGM_Pain", 0]) > 0.05 && {alive AGM_player}) then {
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AGM_Pain_CA ppEffectEnable True;
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AGM_Pain_CA ppEffectAdjust [0.035 * _strength, 0.035 * _strength, False];
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AGM_Pain_CA ppEffectCommit 1;
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sleep (1.5 - (AGM_player getVariable ["AGM_Pain", 0]));
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AGM_Pain_CA ppEffectAdjust [0.35 * _strength, 0.35 * _strength, False];
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AGM_Pain_CA ppEffectCommit 1;
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sleep 0.15;
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} else {
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AGM_Pain_CA ppEffectEnable False;
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sleep 0.75;
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};
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};
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// Bleeding Effect
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if (damage AGM_player > 0.1 and _timeBlood + 6 < time) then {
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_timeBlood = time;
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[(damage AGM_player) * 500] call BIS_fnc_bloodEffect;
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};
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// Blood Level Effect
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_currentBlood = AGM_player getVariable ["AGM_Blood", 1];
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if (_currentBlood > 0.99) then {
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AGM_BloodLevel_CC ppEffectEnable False;
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} else {
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AGM_BloodLevel_CC ppEffectEnable True;
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AGM_BloodLevel_CC ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1, 1, 1,_currentBlood], [0.2, 0.2, 0.2, 0]];
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AGM_BloodLevel_CC ppEffectCommit 0;
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};
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_time = time;
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_damage = damage AGM_player;
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};
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};
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