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DayZ-Epoch/SQF/dayz_code/compile/player_checkStealth.sqf
worldwidesorrow 34e1437641 Update player_checkStealth.sqf
Several functions check if the player is inside a building including the new weather functions. The DayZ Mod devs introduced the dayz_inside variable in fn_temperatur but never finished the code to utilize it. Since player_checkStealth is called continuously in the scheduler we can set the variable here and use it in other functions.
2020-07-14 16:07:38 -05:00

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private ["_scalePose","_scaleMvmt","_scaleLight","_initial"];
_vel = velocity (vehicle player);
_speed = (_vel distance [0,0,0]);
_pos = getPosATL player;
_scalePose = 0.9;
_scaleMvmt = 0.2; //0.4;
_scaleLight = 0.5;
//_scaleAlert = 1;
_isPZombie = player isKindOf "PZombie_VB";
if (_isPZombie) exitWith {
DAYZ_disAudial = 0;
DAYZ_disVisual = 0;
player_zombieAttack = {}; // Other zombies don't attack player zombies
player_zombieCheck = {};
};
//Assess Players Position
_anim = animationState player;
_anim4 = toArray _anim;
_anim4 resize 4;
_anim4 = toString _anim4;
if (["pknl",_anim] call fnc_inString) then {
_scaleMvmt = 0.2; //0.1;
_scalePose = 0.6; //0.4
} else {
if (["ppne",_anim] call fnc_inString) then {
_scaleMvmt = 0.3;
_scalePose = 0.14;
};
};
if (_anim4 == "aswm") then {
_scaleMvmt = 0.3;
dayz_isSwimming = true;
} else {
dayz_isSwimming = false;
};
_initial = 20 + (sunOrMoon * 20);
_scaleLight = (
(sunOrMoon * 2) //add sunlight
+ moonIntensity //add moonlight
- (overcast * 0.2) //remove for cloud state
- (rain * 0.2) //remove for rain state
- (fog * 0.5)); //remove for fog state
dayz_scaleLight = _scaleLight;
_scaleSound = (1
- (rain * 0.3) //remove for rain state
//+ (fog * 0.3) //add for fog state
)
max 0;
if (_scaleLight < 0.9) then {
//Assess if near lightsource
_nearFlare = nearestObject [getPosATL (vehicle player),"RoadFlare"];
if (!isNull _nearFlare) then {
_scaler = (_nearFlare distance (vehicle player));
if (_scaler <= 30) then {
_scaler = 30 - _scaler;
_scaleLight = ((_scaler / 30) * 2) + _scaleLight;
};
};
_nearLight = nearestObject [(vehicle player),"StreetLamp"];
//if (!isNull _nearLight && (lightIsOn _nearLight == "ON")) then {
if (!isNull _nearLight) then {
_scaler = 50 - (_nearLight distance (vehicle player));
_scaleLight = ((_scaler / 50) * 2) + _scaleLight;
};
_nearFire = nearestObject [getPosATL (vehicle player),"Land_Fire"];
if (!isNull _nearFire) then {
_scaler = 50 - (_nearFire distance (vehicle player));
_scaleLight = ((_scaler / 50) * 2) + _scaleLight;
};
};
//Ensure zero or above
_scaleLight = _scaleLight max 0;
//Terrain Visibility
if (["grass",dayz_surfaceType] call fnc_inString) then {
_initial = _initial * 0.65; //0.75
_scaleMvmt = _scaleMvmt - 0.05;
} else {
if (["forest",dayz_surfaceType] call fnc_inString) then {
_initial = _initial * 0.5;
_scaleMvmt = _scaleMvmt - 0.1;
} else {
if (["concrete",dayz_surfaceType] call fnc_inString) then {
_initial = _initial * 0.85; //1.2
_scaleMvmt = _scaleMvmt + 0.1;
} else {
if (["rock",dayz_surfaceType] call fnc_inString) then {
_initial = _initial * 0.80; //1.1
_scaleMvmt = _scaleMvmt + 0.05;
};
};
};
};
if (isOnRoad _pos) then {
_initial = _initial * 1.3;
_scaleMvmt = _scaleMvmt + 0.2;
//dayz_surfaceNoise = dayz_surfaceNoise + 10;
};
/*
if (_speed > 5) then {
_speed = _speed * 1;
} else {
if (_speed > 3) then {
_speed = _speed * 0.7;
} else {
_speed = _speed * 0.3;
};
};
*/
//Are they inside a building
dayz_inside = [(vehicle player)] call fnc_isInsideBuilding;
if (dayz_inside) then {
_initial = 5;
};
//Work out result
_audial = round(_speed * dayz_surfaceNoise * _scaleMvmt * _scaleSound);
if ((_audial > DAYZ_disAudial) or ((time - dayz_firedCooldown) > 0.3)) then {
DAYZ_disAudial = _audial;
};
DAYZ_disVisual = (round((_initial + (_speed * 3)) * _scalePose * _scaleLight)) * 1.5;