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https://github.com/acemod/ACE3.git
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68fe594cab
* Added effects only option to goggles * Set default back to 2
161 lines
5.1 KiB
Plaintext
161 lines
5.1 KiB
Plaintext
#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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["ACE3 Common", QGVAR(wipeGlasses), localize LSTRING(WipeGlasses), {
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// Conditions: specific
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if !(call FUNC(canWipeGlasses)) exitWith {false};
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call FUNC(clearGlasses);
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true
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},
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{false},
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[20, [true, true, false]], false] call CBA_fnc_addKeybind;
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["ace_settingsInitialized", {
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TRACE_2("ace_settingsInitialized eh",GVAR(effects),GVAR(showInThirdPerson));
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if (GVAR(effects) == 0) exitWith {};
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// ---Add the TINT Effect---
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// make sure to stack effect layers in correct order
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GVAR(GogglesEffectsLayer) = QGVAR(GogglesEffectsLayer) call BIS_fnc_RSCLayer;
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GVAR(GogglesLayer) = QGVAR(GogglesLayer) call BIS_fnc_RSCLayer;
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if (isNil QGVAR(UsePP)) then {
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GVAR(UsePP) = true;
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};
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// init pp effects
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GVAR(PostProcess) = ppEffectCreate ["ColorCorrections", 1995];
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GVAR(EffectsActive) = false;
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// add glasses eventhandlers
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["ace_glassesChanged", {
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params ["_unit", "_glasses"];
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TRACE_2("ace_glassesChanged eh",_unit,_glasses);
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SETGLASSES(_unit,GLASSESDEFAULT);
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if (call FUNC(ExternalCamera)) exitWith {call FUNC(RemoveGlassesEffect)};
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if ([_unit] call FUNC(isGogglesVisible)) then {
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[_unit, _glasses] call FUNC(applyGlassesEffect);
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} else {
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call FUNC(removeGlassesEffect);
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};
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}] call CBA_fnc_addEventHandler;
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// init GlassesChanged eventhandler
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GVAR(OldGlasses) = "<null>";
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["loadout", {
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params ["_unit"];
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private _currentGlasses = goggles _unit;
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if (GVAR(OldGlasses) != _currentGlasses) then {
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["ace_glassesChanged", [_unit, _currentGlasses]] call CBA_fnc_localEvent;
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GVAR(OldGlasses) = _currentGlasses;
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};
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}, true] call CBA_fnc_addPlayerEventHandler;
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// check goggles
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private _fnc_checkGoggles = {
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params ["_unit"];
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if (GVAR(EffectsActive)) then {
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if (call FUNC(externalCamera) || {!([_unit] call FUNC(isGogglesVisible))}) then {
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call FUNC(removeGlassesEffect);
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};
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} else {
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if (!(call FUNC(externalCamera)) && {[_unit] call FUNC(isGogglesVisible)}) then {
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[_unit, goggles _unit] call FUNC(applyGlassesEffect);
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};
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};
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};
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["cameraView", _fnc_checkGoggles] call CBA_fnc_addPlayerEventHandler;
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["featureCamera", _fnc_checkGoggles] call CBA_fnc_addPlayerEventHandler;
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// // ---Add the Dust/Dirt/Rain Effects---
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if (GVAR(effects) in [2, 3]) then {
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// Register fire event handler
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["ace_firedPlayer", DFUNC(handleFired)] call CBA_fnc_addEventHandler;
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//Add Explosion XEH
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["CAManBase", "explosion", FUNC(handleExplosion)] call CBA_fnc_addClassEventHandler;
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GVAR(PostProcessEyes) = ppEffectCreate ["ColorCorrections", 1992];
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GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [1, 1, 1, 0]];
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GVAR(PostProcessEyes) ppEffectCommit 0;
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GVAR(PostProcessEyes) ppEffectEnable false;
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GVAR(PostProcessEyes_Enabled) = false;
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GVAR(FrameEvent) = [false, [false, 20]];
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GVAR(DustHandler) = -1;
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GVAR(RainDrops) = objNull;
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GVAR(RainActive) = false;
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GVAR(RainLastLevel) = 0;
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GVAR(surfaceCache) = "";
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GVAR(surfaceCacheIsDust) = false;
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["ace_glassesCracked", {
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params ["_unit"];
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_unit setVariable ["ACE_EyesDamaged", true];
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GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0]];
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GVAR(PostProcessEyes) ppEffectCommit 0;
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GVAR(PostProcessEyes) ppEffectEnable true;
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[{
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GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [1, 1, 1, 0]];
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GVAR(PostProcessEyes) ppEffectCommit 5;
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[{
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params ["_unit"];
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GVAR(PostProcessEyes) ppEffectEnable false;
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_unit setVariable ["ACE_EyesDamaged", false];
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}, _this, 5] call CBA_fnc_waitAndExecute;
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}, _unit, 25] call CBA_fnc_waitAndExecute;
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}] call CBA_fnc_addEventHandler;
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// Handle "rain is snow" maps like CUP's Chernarus Winter
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private _rainSpeed = getNumber (configFile >> "CfgWorlds" >> worldName >> "RainParticles" >> "dropSpeed");
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GVAR(mapHasRain) = _rainSpeed > 10; // CAWorld default is 25, Chernarus_Winter is 1
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// goggles effects main PFH
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[{
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BEGIN_COUNTER(goggles);
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// rain
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if (GVAR(mapHasRain)) then FUNC(applyRainEffect);
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// auto remove effects under water
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if (GVAR(EffectsActive) && {underwater ACE_player} && {[goggles ACE_player] call FUNC(isDivingGoggles)}) then {
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call FUNC(removeRainEffect);
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call FUNC(removeDirtEffect);
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call FUNC(removeDustEffect);
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};
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// rotor wash effect
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call FUNC(applyRotorWashEffect);
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END_COUNTER(goggles);
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}, 0.5, []] call CBA_fnc_addPerFrameHandler;
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};
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}] call CBA_fnc_addEventHandler;
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