ACE3/addons/goggles/XEH_postInit.sqf
PabstMirror 97d8be94ce
Goggles - Skip rain effects on snow maps (#7373)
* Goggles - Skip rain effects on snow maps

* Update XEH_postInit.sqf
2020-01-03 11:24:05 -06:00

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#include "script_component.hpp"
if (!hasInterface) exitWith {};
["ACE3 Common", QGVAR(wipeGlasses), localize LSTRING(WipeGlasses), {
// Conditions: specific
if !(call FUNC(canWipeGlasses)) exitWith {false};
call FUNC(clearGlasses);
true
},
{false},
[20, [true, true, false]], false] call CBA_fnc_addKeybind;
["ace_settingsInitialized", {
TRACE_2("ace_settingsInitialized eh",GVAR(effects),GVAR(showInThirdPerson));
if (GVAR(effects) == 0) exitWith {};
// ---Add the TINT Effect---
// make sure to stack effect layers in correct order
GVAR(GogglesEffectsLayer) = QGVAR(GogglesEffectsLayer) call BIS_fnc_RSCLayer;
GVAR(GogglesLayer) = QGVAR(GogglesLayer) call BIS_fnc_RSCLayer;
if (isNil QGVAR(UsePP)) then {
GVAR(UsePP) = true;
};
// init pp effects
GVAR(PostProcess) = ppEffectCreate ["ColorCorrections", 1995];
GVAR(EffectsActive) = false;
// add glasses eventhandlers
["ace_glassesChanged", {
params ["_unit", "_glasses"];
TRACE_2("ace_glassesChanged eh",_unit,_glasses);
SETGLASSES(_unit,GLASSESDEFAULT);
if (call FUNC(ExternalCamera)) exitWith {call FUNC(RemoveGlassesEffect)};
if ([_unit] call FUNC(isGogglesVisible)) then {
[_unit, _glasses] call FUNC(applyGlassesEffect);
} else {
call FUNC(removeGlassesEffect);
};
}] call CBA_fnc_addEventHandler;
// init GlassesChanged eventhandler
GVAR(OldGlasses) = "<null>";
["loadout", {
params ["_unit"];
private _currentGlasses = goggles _unit;
if (GVAR(OldGlasses) != _currentGlasses) then {
["ace_glassesChanged", [_unit, _currentGlasses]] call CBA_fnc_localEvent;
GVAR(OldGlasses) = _currentGlasses;
};
}, true] call CBA_fnc_addPlayerEventHandler;
// check goggles
private _fnc_checkGoggles = {
params ["_unit"];
if (GVAR(EffectsActive)) then {
if (call FUNC(externalCamera) || {!([_unit] call FUNC(isGogglesVisible))}) then {
call FUNC(removeGlassesEffect);
};
} else {
if (!(call FUNC(externalCamera)) && {[_unit] call FUNC(isGogglesVisible)}) then {
[_unit, goggles _unit] call FUNC(applyGlassesEffect);
};
};
};
["cameraView", _fnc_checkGoggles] call CBA_fnc_addPlayerEventHandler;
["featureCamera", _fnc_checkGoggles] call CBA_fnc_addPlayerEventHandler;
// // ---Add the Dust/Dirt/Rain Effects---
if (GVAR(effects) == 2) then {
// Register fire event handler
["ace_firedPlayer", DFUNC(handleFired)] call CBA_fnc_addEventHandler;
//Add Explosion XEH
["CAManBase", "explosion", FUNC(handleExplosion)] call CBA_fnc_addClassEventHandler;
GVAR(PostProcessEyes) = ppEffectCreate ["ColorCorrections", 1992];
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 0;
GVAR(PostProcessEyes) ppEffectEnable false;
GVAR(PostProcessEyes_Enabled) = false;
GVAR(FrameEvent) = [false, [false, 20]];
GVAR(DustHandler) = -1;
GVAR(RainDrops) = objNull;
GVAR(RainActive) = false;
GVAR(RainLastLevel) = 0;
GVAR(surfaceCache) = "";
GVAR(surfaceCacheIsDust) = false;
["ace_glassesCracked", {
params ["_unit"];
_unit setVariable ["ACE_EyesDamaged", true];
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 0;
GVAR(PostProcessEyes) ppEffectEnable true;
[{
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [1, 1, 1, 0]];
GVAR(PostProcessEyes) ppEffectCommit 5;
[{
params ["_unit"];
GVAR(PostProcessEyes) ppEffectEnable false;
_unit setVariable ["ACE_EyesDamaged", false];
}, _this, 5] call CBA_fnc_waitAndExecute;
}, _unit, 25] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addEventHandler;
// Handle "rain is snow" maps like CUP's Chernarus Winter
private _rainSpeed = getNumber (configFile >> "CfgWorlds" >> worldName >> "RainParticles" >> "dropSpeed");
GVAR(mapHasRain) = _rainSpeed > 10; // CAWorld default is 25, Chernarus_Winter is 1
// goggles effects main PFH
[{
BEGIN_COUNTER(goggles);
// rain
if (GVAR(mapHasRain)) then FUNC(applyRainEffect);
// auto remove effects under water
if (GVAR(EffectsActive) && {underwater ACE_player} && {[goggles ACE_player] call FUNC(isDivingGoggles)}) then {
call FUNC(removeRainEffect);
call FUNC(removeDirtEffect);
call FUNC(removeDustEffect);
};
// rotor wash effect
call FUNC(applyRotorWashEffect);
END_COUNTER(goggles);
}, 0.5, []] call CBA_fnc_addPerFrameHandler;
};
}] call CBA_fnc_addEventHandler;