ACE3/TO_MERGE/agm/Goggles/functions/fn_DustHandler.sqf

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/*
Name: AGM_Goggles_fnc_DustHandler
Author: Garth de Wet (LH)
Description:
Determines whether to place dust on the goggles, based on calibre of weapon fired and other requirements.
Parameters:
0: Object - unit - eventhandler was attached to. (Used)
1: String - weapon - Weapon fired (Used)
Returns:
Nothing
Example:
player addEventHandler ["Fired", {[_this select 0, _this select 1] call AGM_Goggles_fnc_DustHandler;}];
See http://community.bistudio.com/wiki/ArmA_3:_Event_Handlers#Fired
*/
#include "\AGM_Goggles\script.sqf"
private ["_bullets", "_position", "_surface", "_found", "_weapon", "_cloudType"];
_weapon = _this select 1;
_cloudType = "";
if ((_this select 0) != player) exitWith {true};
if (isClass(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "FirstEffect")) then {
_cloudType = getText(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "FirstEffect" >> "effectName");
} else {
if (isClass(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "effect1")) then {
_cloudType = getText(configFile >> "CfgWeapons" >> _weapon >> "GunParticles" >> "effect1" >> "effectName");
};
};
if (_cloudType == "") exitWith {true};
if (rain > 0.1) exitWith {true};
if ((stance player) != "PRONE") exitWith {true};
_position = getPosATL player;
if (surfaceIsWater _position) exitWith {};
if ((_position select 2) > 0.2) exitWith {};
_surface = surfaceType _position;
_surface = ([_surface, "#"] call CBA_fnc_split) select 1;
_found = false;
_found = getNumber (ConfigFile >> "CfgSurfaces" >> _surface >> "dust") >= 0.1;
if (!_found) exitWith {};
_bullets = GETDUSTT(DBULLETS);
if ((time - GETDUSTT(DTIME)) > 1) then {
_bullets = 0;
};
_bullets = _bullets + 1;
SETDUST(DBULLETS,_bullets);
SETDUST(DTIME,time);
if (GETDUSTT(DAMOUNT) < 2) then {
private "_bulletsRequired";
_bulletsRequired = 100;
if (isNumber (ConfigFile >> _cloudType >> "AGM_Goggles_BulletCount")) then {
_bulletsRequired = getNumber (ConfigFile >> _cloudType >> "AGM_Goggles_BulletCount");
};
if (_bulletsRequired <= _bullets) then {
SETDUST(DACTIVE,true);
call AGM_Goggles_fnc_ApplyDust;
};
};
true