package CameraStuff import NoWurst import TimerUtils import Player timer array noiseTimer public function cinematicModeForPlayer(boolean cineMode, player forPlayer, real interfaceFadeTime) if (cineMode) // Save the UI state so that we can restore it later. if (not bj_cineModeAlreadyIn) bj_cineModeAlreadyIn = true bj_cineModePriorSpeed = GetGameSpeed() bj_cineModePriorFogSetting = IsFogEnabled() bj_cineModePriorMaskSetting = IsFogMaskEnabled() bj_cineModePriorDawnDusk = IsDawnDuskEnabled() bj_cineModeSavedSeed = GetRandomInt(0, 1000000) // Perform local changes if localPlayer == forPlayer // Use only local code (no net traffic) within this block to avoid desyncs. ClearTextMessages() //ShowInterface(false, interfaceFadeTime) EnableUserControl(false) EnableOcclusion(false) SetCineModeVolumeGroupsBJ() // Perform global changes SetGameSpeed(bj_CINEMODE_GAMESPEED) SetMapFlag(MAP_LOCK_SPEED, true) FogMaskEnable(false) FogEnable(false) //EnableWorldFogBoundary(false) //EnableDawnDusk(false) // Use a fixed random seed, so that cinematics play consistently. SetRandomSeed(0) else bj_cineModeAlreadyIn = false // Perform local changes if localPlayer == forPlayer // Use only local code (no net traffic) within this block to avoid desyncs. ShowInterface(true, interfaceFadeTime) EnableUserControl(true) EnableOcclusion(true) VolumeGroupReset() EndThematicMusic() CameraResetSmoothingFactorBJ() // Perform global changes SetMapFlag(MAP_LOCK_SPEED, false) SetGameSpeed(bj_cineModePriorSpeed) FogMaskEnable(bj_cineModePriorMaskSetting) FogEnable(bj_cineModePriorFogSetting) EnableWorldFogBoundary(true) EnableDawnDusk(bj_cineModePriorDawnDusk) SetRandomSeed(bj_cineModeSavedSeed) /** * Shake the camera of the player for the given parameters */ public function setCameraNoiseTimed(player owner, real value, real velocity, real time) let id = GetPlayerId(owner) if TimerGetRemaining(noiseTimer[id]) < 0.15 noiseTimer[id] = getTimer() CameraSetSourceNoiseForPlayer(owner, value, velocity) noiseTimer[id] ..setData(id) ..start(time, function resetCam) else CameraSetSourceNoiseForPlayer(owner, value, velocity) noiseTimer[id].start(time, function resetCam) public function releaseCameraNoise(int owner) CameraClearNoiseForPlayer(Player(owner)) noiseTimer[owner].release() public function shakeCameraTimed(player p, real value, real time) CameraSetEQNoiseForPlayer(p, value) getTimer() ..setData(GetPlayerId(p)) ..start(time, function resetCam) function resetCam() let t = GetExpiredTimer() CameraClearNoiseForPlayer(Player(t.getData())) t.release()