ACE3/addons/medical/functions/fnc_showBloodEffect.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: KoffeinFlummi, Glowbal
* Does the blood screen effect, just like BIS_fnc_bloodeffect, but in non-sheduled environment.
*
* Arguments:
* 0: Effect multiplier <NUMBER>
*
* Return Value:
* None
*
* Example:
* [2] call ace_medical_fnc_showBloodEffect
*
* Public: Yes
*/
params ["_bloodRemaining"];
disableSerialization;
// get already existing controls, or create them
private _fxBloodControls = GETUVAR(GVAR(FXBloodControls),[]);
private _bloodCtrl1 = controlNull;
private _bloodCtrl2 = controlNull;
private _bloodCtrl3 = controlNull;
if (count _fxBloodControls != 3) then {
_bloodCtrl1 = findDisplay 46 ctrlCreate ["RscPicture", -1];
_bloodCtrl2 = findDisplay 46 ctrlCreate ["RscPicture", -1];
_bloodCtrl3 = findDisplay 46 ctrlCreate ["RscPicture", -1];
// set their textures, screen position etc.
_bloodCtrl1 ctrlSetText "A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_lower_ca.paa";
_bloodCtrl2 ctrlSetText "A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_middle_ca.paa";
_bloodCtrl3 ctrlSetText "A3\Ui_f\data\igui\rsctitles\HealthTextures\blood_upper_ca.paa";
// positions are from config
private _ctrlPosition = [
((0 * safezoneW) + safezoneX) + ((safezoneW - (2.125 * safezoneW * 3/4)) / 2),
(-0.0625 * safezoneH) + safezoneY,
2.125 * safezoneW * 3/4,
1.125 * safezoneH
];
_bloodCtrl1 ctrlSetPosition _ctrlPosition;
_bloodCtrl2 ctrlSetPosition _ctrlPosition;
_bloodCtrl3 ctrlSetPosition _ctrlPosition;
_fxBloodControls = [_bloodCtrl1, _bloodCtrl2, _bloodCtrl3];
SETUVAR(GVAR(FXBloodControls),_fxBloodControls);
} else {
_bloodCtrl1 = _fxBloodControls select 0;
_bloodCtrl2 = _fxBloodControls select 1;
_bloodCtrl3 = _fxBloodControls select 2;
};
// reset everything
_bloodCtrl1 ctrlSetFade 1;
_bloodCtrl2 ctrlSetFade 1;
_bloodCtrl3 ctrlSetFade 1;
_bloodCtrl1 ctrlCommit 0;
_bloodCtrl2 ctrlCommit 0;
_bloodCtrl3 ctrlCommit 0;
if (_bloodRemaining < 5) exitWith {
// nothing
};
if (_bloodRemaining < 25) exitWith {
_bloodCtrl1 ctrlSetFade 0.2;
_bloodCtrl1 ctrlCommit 0.2;
[{
(_this select 0) ctrlSetFade 1;
(_this select 0) ctrlCommit 0.8;
}, _fxBloodControls, 0.7] call CBA_fnc_waitAndExecute;
};
if (_bloodRemaining < 40) exitWith {
_bloodCtrl1 ctrlSetFade 0.2;
_bloodCtrl2 ctrlSetFade 0.85;
_bloodCtrl1 ctrlCommit 0.2;
_bloodCtrl2 ctrlCommit 0.2;
[{
(_this select 0) ctrlSetFade 1;
(_this select 1) ctrlSetFade 1;
(_this select 1) ctrlCommit 1;
}, _fxBloodControls, 0.7] call CBA_fnc_waitAndExecute;
[{
(_this select 0) ctrlCommit 0.8;
}, _fxBloodControls, 1.2] call CBA_fnc_waitAndExecute;
};
if (_bloodRemaining < 55) exitWith {
_bloodCtrl1 ctrlSetFade 0.2;
_bloodCtrl2 ctrlSetFade 0.7;
_bloodCtrl1 ctrlCommit 0.2;
_bloodCtrl2 ctrlCommit 0.2;
[{
(_this select 0) ctrlSetFade 1;
(_this select 1) ctrlSetFade 1;
(_this select 2) ctrlSetFade 1;
(_this select 1) ctrlCommit 1;
}, _fxBloodControls, 0.7] call CBA_fnc_waitAndExecute;
[{
(_this select 0) ctrlCommit 0.8;
}, _fxBloodControls, 1.2] call CBA_fnc_waitAndExecute;
};
if (_bloodRemaining < 70) exitWith {
_bloodCtrl1 ctrlSetFade 0.2;
_bloodCtrl2 ctrlSetFade 0.7;
_bloodCtrl3 ctrlSetFade 0.85;
_bloodCtrl1 ctrlCommit 0.2;
_bloodCtrl2 ctrlCommit 0.2;
_bloodCtrl3 ctrlCommit 0.2;
[{
(_this select 0) ctrlSetFade 1;
(_this select 1) ctrlSetFade 1;
(_this select 2) ctrlSetFade 1;
(_this select 2) ctrlCommit 1.5;
}, _fxBloodControls, 0.7] call CBA_fnc_waitAndExecute;
[{
(_this select 1) ctrlCommit 1;
}, _fxBloodControls, 1.7] call CBA_fnc_waitAndExecute;
[{
(_this select 0) ctrlCommit 0.8;
}, _fxBloodControls, 2.2] call CBA_fnc_waitAndExecute;
};
//default
_bloodCtrl1 ctrlSetFade 0.2;
_bloodCtrl2 ctrlSetFade 0.7;
_bloodCtrl3 ctrlSetFade 0.7;
_bloodCtrl1 ctrlCommit 0.2;
_bloodCtrl2 ctrlCommit 0.2;
_bloodCtrl3 ctrlCommit 0.2;
[{
(_this select 0) ctrlSetFade 1;
(_this select 1) ctrlSetFade 1;
(_this select 2) ctrlSetFade 1;
(_this select 2) ctrlCommit 1.5;
}, _fxBloodControls, 0.7] call CBA_fnc_waitAndExecute;
[{
(_this select 1) ctrlCommit 1;
}, _fxBloodControls, 1.7] call CBA_fnc_waitAndExecute;
[{
(_this select 0) ctrlCommit 0.8;
}, _fxBloodControls, 2.2] call CBA_fnc_waitAndExecute;