Changed routines so that all icons flash at the same time. Instead of
making several individual calls to player_guiControlFlash any icon that
needs to have flashing turned on is added to an array and then, as long
as that array is not empty, it is passed to the function. The function
was changed to deal with an array and whichever item is array select 0
has its show state determine what all the others should be. If its on,
then all other in array are turned off with it.
Also, added a fix for _bloodVal. With current red/green icon set, if the
player has less than 3000 blood the value rounds down to 1 so that
status_blood_inside_1_ca.paa is used, (which is no picture at all). This
means the old line
if (_bloodVal < 0.2) then {
passes along an empty picture to flash. I changed this value to .4 so
that between 3000 and 5000 blood, it still uses that last sliver picture
but that one now flashes to alert player to lower blood levels.
Changed player_updateGui.sqf with an update to how the UI elements are
loaded. Changed all status icons to use the full value so no more fading
icons. Also changed the colors from red/green setup to a black and white
setup. All icons start off as black if the value is optimal, (full
blood, full food/drink, temperature, out of combat, seen, heard), then
progress continually towards white as the player loses blood, gets
hungry, etc. This was done to make the differences between full and
empty more drastic as the current method starts off with obvious icons
that slowly fade. If player is color blind, there have been reported
issues of the two colors showing up as similar shades of gray. For those
that are not CB the elements currently become less obvious in the user's
peripheral until they begin flashing. Changes also made to variables.sqf
to add the ability to turn this feature on/off:
Dayz_Dark_UI = true;
Sets UI to new darker theme. Turned off by setting the value to false.