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* 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
102 lines
3.4 KiB
Plaintext
102 lines
3.4 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Handles any audible, visual and physical effects of fatigue.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Fatigue <NUMBER>
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* 2: Speed <NUMBER>
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* 3: Overexhausted <BOOL>
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*
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* Return Value:
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* None
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*
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* Example:
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* [_player, 0.5, 3.3, true] call ace_advanced_fatigue_fnc_handleEffects
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*
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* Public: No
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*/
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params ["_unit", "_fatigue", "_speed", "_overexhausted"];
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#ifdef DEBUG_MODE_FULL
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systemChat str _fatigue;
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systemChat str vectorMagnitude velocity _unit;
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#endif
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// - Audible effects ----------------------------------------------------------
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GVAR(lastBreath) = GVAR(lastBreath) + 1;
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if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater _unit}) then {
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switch (true) do {
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case (_fatigue < 0.6): {
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playSound (QGVAR(breathLow) + str(floor random 6));
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};
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case (_fatigue < 0.85): {
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playSound (QGVAR(breathMid) + str(floor random 6));
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};
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default {
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playSound (QGVAR(breathMax) + str(floor random 6));
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};
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};
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GVAR(lastBreath) = 0;
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};
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// - Visual effects -----------------------------------------------------------
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GVAR(ppeBlackoutLast) = GVAR(ppeBlackoutLast) + 1;
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if (GVAR(ppeBlackoutLast) == 1) then {
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GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]];
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GVAR(ppeBlackout) ppEffectCommit 1;
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} else {
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if (_fatigue > 0.85) then {
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if (GVAR(ppeBlackoutLast) > (100 - _fatigue * 100) / 3) then {
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GVAR(ppeBlackout) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2,2,0,0,0,0.1,0.5]];
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GVAR(ppeBlackout) ppEffectCommit 1;
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GVAR(ppeBlackoutLast) = 0;
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};
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};
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};
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// - Physical effects ---------------------------------------------------------
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if (GVAR(isSwimming)) exitWith {
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_unit setAnimSpeedCoef linearConversion [0.7, 0.9, _fatigue, 1, 0.5, true];
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if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then {
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[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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} else {
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if ((!isSprintAllowed _unit) && {_fatigue < 0.7}) then {
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[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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};
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};
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};
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if ((getAnimSpeedCoef _unit) != 1) then {
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_unit setAnimSpeedCoef 1;
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};
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if (_overexhausted) then {
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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} else {
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if (isForcedWalk _unit && {_fatigue < 0.7}) then {
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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} else {
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if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then {
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[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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} else {
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if ((!isSprintAllowed _unit) && {_fatigue < 0.6}) then {
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[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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};
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};
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};
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};
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switch (stance _unit) do {
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case ("CROUCH"): {
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[_unit, QUOTE(ADDON), (1.0 + _fatigue ^ 2 * 0.1) * GVAR(swayFactor)] call EFUNC(common,setAimCoef);
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};
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case ("PRONE"): {
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[_unit, QUOTE(ADDON), (1.0 + _fatigue ^ 2 * 2.0) * GVAR(swayFactor)] call EFUNC(common,setAimCoef);
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};
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default {
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[_unit, QUOTE(ADDON), (1.5 + _fatigue ^ 2 * 3.0) * GVAR(swayFactor)] call EFUNC(common,setAimCoef);
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};
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};
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