ACE3/addons/goggles/functions/fnc_handleFired.sqf
2015-11-17 17:43:07 +01:00

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/*
* Author: Garth 'L-H' de Wet, commy2
* Determines whether to place dust on the goggles, based on calibre of weapon fired and other requirements.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* Function is handled? <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_weapon"];
if (_unit != ACE_player) exitWith {true};
// no dust in rain
if (rain > 0.1) exitWith {true};
// effect only aplies when lying on the ground
if (stance _unit != "PRONE") exitWith {true};
private ["_position", "_particleConfig", "_cloudType", "_surface", "_bullets"];
// check if the unit really is on the ground and not in a building
_position = getPosATL _unit;
if (_position select 2 > 0.2) exitWith {true};
// get weapon dust effect
_particleConfig = configFile >> "CfgWeapons" >> _weapon >> "GunParticles";
_cloudType = "";
if (isClass (_particleConfig >> "FirstEffect")) then { // @todo read this with custom / non-standard config classnames
_cloudType = getText (_particleConfig >> "FirstEffect" >> "effectName");
} else {
if (isClass (_particleConfig >> "effect1")) then {
_cloudType = getText (_particleConfig >> "effect1" >> "effectName");
};
};
// quit if the weapon causes no dust effect
if (_cloudType == "") exitWith {true};
// get if the surface is dusty
if (surfaceIsWater _position) exitWith {true};
_surface = surfaceType _position select [1]; // cuts of the leading #
if (_surface != GVAR(surfaceCache)) then {
GVAR(surfaceCache) = _surface;
GVAR(surfaceCacheIsDust) = getNumber (configFile >> "CfgSurfaces" >> _surface >> "dust") >= 0.1;
};
// quit if surface isn't dusty
if (!GVAR(surfaceCacheIsDust)) exitWith {true};
// increment dust value with type bullet
_bullets = GETDUSTT(DBULLETS);
if (ACE_diagTime - GETDUSTT(DTIME) > 1) then {
_bullets = 0;
};
_bullets = _bullets + 1;
SETDUST(DBULLETS,_bullets);
SETDUST(DTIME,ACE_diagTime);
// apply dust effect if the amount of fired bullets is over the threshold
if (GETDUSTT(DAMOUNT) < 2) then {
private _bulletsRequired = 100;
if (isNumber (configFile >> _cloudType >> QGVAR(BulletCount))) then {
_bulletsRequired = getNumber (configFile >> _cloudType >> QGVAR(BulletCount));
};
if (_bullets > _bulletsRequired) then {
SETDUST(DACTIVE,true);
call FUNC(applyDustEffect);
};
};
true