ACE3/addons/hearing/functions/fnc_firedNear.sqf

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/*
* Author: KoffeinFlummi, commy2
* Handles deafness due to large-caliber weapons going off near the player.
*
* Arguments:
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* 0: Unit - Object the event handler is assigned to <OBJECT>
* 1: Firer: Object - Object which fires a weapon near the unit <OBJECT>
* 2: Distance - Distance in meters between the unit and firer <NUMBER>
* 3: weapon - Fired weapon <STRING>
* 4: muzzle - Muzzle that was used <STRING>
* 5: mod - Current mode of the fired weapon <STRING>
* 6: ammo - Ammo used <STRING>
*
* Return Value:
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* None
*
* Example:
* [clientFiredNearEvent] call ace_hearing_fnc_firedNear
*
* Public: No
*/
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#include "script_component.hpp"
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private ["_silencer", "_audibleFireCoef", "_loudness", "_strength"];
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PARAMS_7(_object,_firer,_distance,_weapon,_muzzle,_mode,_ammo);
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//Only run if combatDeafness enabled:
if (!GVAR(enableCombatDeafness)) exitWith {};
//Only run if firedNear object is player or player's vehicle:
if ((ACE_player != (_this select 0)) && {(vehicle ACE_player) != (_this select 0)}) exitWith {};
if (_weapon in ["Throw", "Put"]) exitWith {};
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_attenuation = if ((ACE_player == (vehicle ACE_player)) || {isTurnedOut ACE_player}) then {1} else {GVAR(playerVehAttunation)};
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if (_distance < 1) then {_distance = 1;};
_silencer = switch (_weapon) do {
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case (primaryWeapon _firer) : {(primaryWeaponItems _firer) select 0};
case (secondaryWeapon _firer) : {(secondaryWeaponItems _firer) select 0};
case (handgunWeapon _firer) : {(handgunItems _firer) select 0};
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default {""};
};
_audibleFireCoef = 1;
//_audibleFireTimeCoef = 1;
if (_silencer != "") then {
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_audibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire");
//_audibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFireTime");
};
_audibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFire");
//_audibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFireTime");
_loudness = _audibleFireCoef * _audibleFire / 64;
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_strength = _attenuation * (_loudness - (_loudness/50 * _distance)); // linear drop off
if (_strength < 0.01) exitWith {};
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[{_this call FUNC(earRinging)}, [ACE_player, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);