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cee187adac
Convert vehicle to objectParent
142 lines
4.8 KiB
Plaintext
142 lines
4.8 KiB
Plaintext
#include "script_component.hpp"
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[QEGVAR(medical,injured), {
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params ["_unit", "_painLevel"];
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[_unit, "hit", PAIN_TO_SCREAM(_painLevel)] call FUNC(playInjuredSound);
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if (hasInterface && {_unit == ace_player}) then {
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[true] call FUNC(handleEffects);
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};
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}] call CBA_fnc_addEventHandler;
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[QEGVAR(medical,moan), {
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params ["_unit", "_painLevel"];
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[_unit, "moan", PAIN_TO_MOAN(_painLevel)] call FUNC(playInjuredSound);
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}] call CBA_fnc_addEventHandler;
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if (!hasInterface) exitWith {};
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[QEGVAR(medical,fracture), {
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params ["_unit"];
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if (_unit == ACE_player) then {
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playSound SND_FRACTURE;
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};
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}] call CBA_fnc_addEventHandler;
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GVAR(nextFadeIn) = 0;
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GVAR(heartBeatEffectRunning) = false;
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GVAR(lastHeartBeatSound) = 0;
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GVAR(bloodTickCounter) = 0;
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[false] call FUNC(initEffects);
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[true] call FUNC(handleEffects);
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[FUNC(handleEffects), 1, false] call CBA_fnc_addPerFrameHandler;
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["ace_unconscious", {
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params ["_unit", "_unconscious"];
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if (_unit != ACE_player) exitWith {};
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TRACE_1("player unconscious eh",_unconscious);
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if (_unconscious && {cameraView == "GUNNER"} && {(vehicle _unit) != _unit} && {cameraOn == vehicle _unit}) then {
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TRACE_2("exiting gunner view",cameraOn,cameraView);
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ACE_player switchCamera "INTERNAL";
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};
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[!_unconscious, _unit] call EFUNC(common,setVolume);
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// Greatly reduce player's hearing ability while unconscious (affects radio addons)
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private _volume = missionNamespace getVariable [QEGVAR(hearing,unconsciousnessVolume), VOL_UNCONSCIOUS];
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[QUOTE(ADDON), _volume, _unconscious] call EFUNC(common,setHearingCapability);
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[_unconscious, 1] call FUNC(effectUnconscious);
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[true] call FUNC(handleEffects);
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["unconscious", _unconscious] call EFUNC(common,setDisableUserInputStatus);
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}] call CBA_fnc_addEventHandler;
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// Reset volume upon death for spectators
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[QEGVAR(medical,death), {
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params ["_unit"];
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if (_unit != ACE_player) exitWith {};
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// Players always able to hear for any systems that might run while dead (e.g. spectator)
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[true, _unit] call EFUNC(common,setVolume);
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[QUOTE(ADDON), 1, false] call EFUNC(common,setHearingCapability);
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}] call CBA_fnc_addEventHandler;
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// Update effects to match new unit's current status (this also handles respawn)
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["unit", {
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params ["_new"];
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private _status = IS_UNCONSCIOUS(_new);
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[!_status, _new] call EFUNC(common,setVolume);
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private _volume = missionNamespace getVariable [QEGVAR(hearing,unconsciousnessVolume), VOL_UNCONSCIOUS];
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[QUOTE(ADDON), _volume, _status] call EFUNC(common,setHearingCapability);
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[true] call FUNC(handleEffects);
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["unconscious", _status] call EFUNC(common,setDisableUserInputStatus);
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}] call CBA_fnc_addPlayerEventHandler;
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// Update effects for featureCamera (curator, arsenal, etc)
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["featureCamera", {
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params ["_unit", "_newCamera"];
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[true] call FUNC(handleEffects);
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private _volume = missionNamespace getVariable [QEGVAR(hearing,unconsciousnessVolume), VOL_UNCONSCIOUS];
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if (_newCamera == "") then { // switched back to player view
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private _status = IS_UNCONSCIOUS(_unit);
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[!_status, _unit] call EFUNC(common,setVolume);
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[QUOTE(ADDON), _volume, _status] call EFUNC(common,setHearingCapability);
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["unconscious", _status] call EFUNC(common,setDisableUserInputStatus);
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} else { // camera view
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[true, _unit] call EFUNC(common,setVolume);
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[QUOTE(ADDON), 1, false] call EFUNC(common,setHearingCapability);
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["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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};
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}] call CBA_fnc_addPlayerEventHandler;
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// Forced say3D
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[QGVAR(forceSay3D), {
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params ["_unit", "_sound", "_distance"];
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if (ACE_player distance _unit > _distance) exitWith {};
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if (isNull objectParent _unit) then {
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// say3D waits for the previous sound to finish, so use a dummy instead
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private _dummy = "#dynamicsound" createVehicleLocal [0, 0, 0];
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_dummy attachTo [_unit, [0, 0, 0], "camera"];
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_dummy say3D [_sound, _distance, 1, false];
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[{
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detach _this;
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deleteVehicle _this;
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}, _dummy, 5] call CBA_fnc_waitAndExecute;
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} else {
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// Fallback: attachTo doesn't work within vehicles
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_unit say3D [_sound, _distance, 1, false];
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};
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}] call CBA_fnc_addEventHandler;
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// Kill vanilla bleeding feedback effects.
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#ifdef DISABLE_VANILLA_DAMAGE_EFFECTS
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TRACE_1("disabling vanilla bleeding feedback effects",_this);
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[{
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{isNil _x} count [
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"BIS_fnc_feedback_damageCC",
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"BIS_fnc_feedback_damageRadialBlur",
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"BIS_fnc_feedback_damageBlur"
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] == 0
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}, {
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{
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ppEffectDestroy _x;
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} forEach [
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BIS_fnc_feedback_damageCC,
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BIS_fnc_feedback_damageRadialBlur,
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BIS_fnc_feedback_damageBlur
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];
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}] call CBA_fnc_waitUntilAndExecute;
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#endif
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