ACE3/addons/medical_feedback/functions/fnc_handleEffects.sqf
2017-04-27 19:12:57 +02:00

49 lines
1.5 KiB
Plaintext

/*
* Author: BaerMitUmlaut
* Handles any visual effects of medical.
* Note: Heart beat sounds run in a different PFH - see fnc_effectHeartBeat.
*
* Arguments:
* None
*
* Return Value:
* None
*/
#include "script_component.hpp"
if (EGVAR(common,OldIsCamera) || {!alive ACE_player}) exitWith {
[false, 0] call FUNC(effectUnconscious);
[false] call FUNC(effectPain);
[false] call FUNC(effectBloodVolume);
[false] call FUNC(effectBleeding);
};
BEGIN_COUNTER(handleEffects);
// - Current state info -------------------------------------------------------
private _bleedingStrength = GET_BLOOD_LOSS(ACE_player);
private _bloodVolume = GET_BLOOD_VOLUME(ACE_player);
private _unconscious = IS_UNCONSCIOUS(ACE_player);
private _heartRate = GET_HEART_RATE(ACE_player);
private _pain = GET_PAIN_PERCEIVED(ACE_player);
if ((!GVAR(heartBeatEffectRunning)) && {_heartRate != 0} && {(_heartRate > 160) || {_heartRate < 60}}) then {
TRACE_1("Starting heart beat effect",_heartRate);
GVAR(heartBeatEffectRunning) = true;
[] call FUNC(effectHeartBeat);
};
// - Visual effects -----------------------------------------------------------
[_unconscious, 2] call FUNC(effectUnconscious);
[
true, linearConversion [BLOOD_VOLUME_CLASS_2_HEMORRHAGE, BLOOD_VOLUME_CLASS_4_HEMORRHAGE, _bloodVolume, 0, 1, true]
] call FUNC(effectBloodVolume);
if (!_unconscious) then {
[true, _pain] call FUNC(effectPain);
};
[true, _bleedingStrength] call FUNC(effectBleeding);
END_COUNTER(handleEffects);