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This adds support for the SQF language. https://community.bistudio.com/wiki/SQF_syntax
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<h2>Full example</h2> | ||
<pre><code>#include "script_component.hpp" | ||
/* | ||
* Author: BaerMitUmlaut | ||
* Handles any audible, visual and physical effects of fatigue. | ||
* | ||
* Arguments: | ||
* 0: Unit <OBJECT> | ||
* 1: Fatigue <NUMBER> | ||
* 2: Speed <NUMBER> | ||
* 3: Overexhausted <BOOL> | ||
* | ||
* Return Value: | ||
* None | ||
* | ||
* Example: | ||
* [_player, 0.5, 3.3, true] call ace_advanced_fatigue_fnc_handleEffects | ||
* | ||
* Public: No | ||
*/ | ||
params ["_unit", "_fatigue", "_speed", "_overexhausted"]; | ||
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#ifdef DEBUG_MODE_FULL | ||
systemChat str _fatigue; | ||
systemChat str vectorMagnitude velocity _unit; | ||
#endif | ||
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// - Audible effects ---------------------------------------------------------- | ||
GVAR(lastBreath) = GVAR(lastBreath) + 1; | ||
if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater _unit}) then { | ||
switch (true) do { | ||
case (_fatigue < 0.6): { | ||
playSound (QGVAR(breathLow) + str(floor random 6)); | ||
}; | ||
case (_fatigue < 0.85): { | ||
playSound (QGVAR(breathMid) + str(floor random 6)); | ||
}; | ||
default { | ||
playSound (QGVAR(breathMax) + str(floor random 6)); | ||
}; | ||
}; | ||
GVAR(lastBreath) = 0; | ||
}; | ||
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// - Visual effects ----------------------------------------------------------- | ||
GVAR(ppeBlackoutLast) = GVAR(ppeBlackoutLast) + 1; | ||
if (GVAR(ppeBlackoutLast) == 1) then { | ||
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]]; | ||
GVAR(ppeBlackout) ppEffectCommit 1; | ||
} else { | ||
if (_fatigue > 0.85) then { | ||
if (GVAR(ppeBlackoutLast) > (100 - _fatigue * 100) / 3) then { | ||
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]]; | ||
GVAR(ppeBlackout) ppEffectCommit 1; | ||
GVAR(ppeBlackoutLast) = 0; | ||
}; | ||
}; | ||
}; | ||
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// - Physical effects --------------------------------------------------------- | ||
if (GVAR(isSwimming)) exitWith { | ||
if (GVAR(setAnimExclusions) isEqualTo []) then { | ||
_unit setAnimSpeedCoef linearConversion [0.7, 0.9, _fatigue, 1, 0.5, true]; | ||
}; | ||
if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then { | ||
[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); | ||
} else { | ||
if ((!isSprintAllowed _unit) && {_fatigue < 0.7}) then { | ||
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); | ||
}; | ||
}; | ||
}; | ||
if ((getAnimSpeedCoef _unit) != 1) then { | ||
if (GVAR(setAnimExclusions) isEqualTo []) then { | ||
TRACE_1("reset",getAnimSpeedCoef _unit); | ||
_unit setAnimSpeedCoef 1; | ||
}; | ||
}; | ||
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if (_overexhausted) then { | ||
[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); | ||
} else { | ||
if (isForcedWalk _unit && {_fatigue < 0.7}) then { | ||
[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); | ||
} else { | ||
if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then { | ||
[_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); | ||
} else { | ||
if ((!isSprintAllowed _unit) && {_fatigue < 0.6}) then { | ||
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); | ||
}; | ||
}; | ||
}; | ||
}; | ||
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_unit setVariable [QGVAR(aimFatigue), _fatigue]; | ||
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private _aimCoef = [missionNamespace, "ACE_setCustomAimCoef", "max"] call EFUNC(common,arithmeticGetResult); | ||
_unit setCustomAimCoef _aimCoef; | ||
</code></pre> |
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true | ||
false | ||
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---------------------------------------------------- | ||
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[ | ||
["boolean", "true"], | ||
["boolean", "false"] | ||
] | ||
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---------------------------------------------------- | ||
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Checks for booleans. |
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// comment | ||
/* | ||
comment | ||
*/ | ||
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---------------------------------------------------- | ||
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[ | ||
["comment", "// comment"], | ||
["comment", "/*\r\n comment\r\n */"] | ||
] | ||
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---------------------------------------------------- | ||
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Checks for comments. |
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// examples of direct input keycodes | ||
DIK_0 | ||
DIK_1 | ||
DIK_APPS | ||
DIK_BACKSLASH | ||
DIK_CAPITAL | ||
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---------------------------------------------------- | ||
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[ | ||
["comment", "// examples of direct input keycodes"], | ||
["constant", "DIK_0"], | ||
["constant", "DIK_1"], | ||
["constant", "DIK_APPS"], | ||
["constant", "DIK_BACKSLASH"], | ||
["constant", "DIK_CAPITAL"] | ||
] | ||
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---------------------------------------------------- | ||
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Checks for constants. |
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