ACE3/addons/hearing/functions/fnc_addEarPlugs.sqf

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#include "..\script_component.hpp"
/*
* Author: commy2
* Called on unit initialization. Adds earplugs if the unit is equipped with either a really loud primary weapon or a rocket launcher.
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*
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* Arguments:
* 0: A Soldier <Object>
*
* Return Value:
* None
*
* Example:
* [guy] call ace_hearing_fnc_addEarPlugs
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*
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* Public: No
*/
// only run this after the settings are initialized
if !(EGVAR(common,settingsInitFinished)) exitWith {
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(addEarPlugs), _this];
};
params ["_unit"];
TRACE_2("params",_unit,typeOf _unit);
// Exit if hearing is disabled OR autoAdd is disabled OR soldier has earplugs already in (persistence scenarios)
if (!GVAR(enableCombatDeafness) || {GVAR(autoAddEarplugsToUnits) == 0} || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};
// Add earplugs if enabled for everyone or if the soldier has a rocket launcher
if (GVAR(autoAddEarplugsToUnits) == 2 || {(secondaryWeapon _unit) != ""}) exitWith {
TRACE_1("has launcher - adding",_unit);
_unit addItem "ACE_EarPlugs";
};
// otherwise add earplugs if the soldier has a big rifle
if ((primaryWeapon _unit) == "") exitWith {};
(primaryWeaponMagazine _unit) params [["_magazine", ""]];
if (_magazine == "") exitWith {};
private _cfgMagazine = configFile >> "CfgMagazines" >> _magazine;
private _initSpeed = getNumber (_cfgMagazine >> "initSpeed");
private _ammo = getText (_cfgMagazine >> "ammo");
private _count = getNumber (_cfgMagazine >> "count");
private _cfgAmmo = configFile >> "CfgAmmo";
private _caliber = getNumber (_cfgAmmo >> _ammo >> "ACE_caliber");
_caliber = call {
if (_ammo isKindOf ["ShellBase", _cfgAmmo]) exitWith { 80 };
if (_ammo isKindOf ["RocketBase", _cfgAmmo]) exitWith { 200 };
if (_ammo isKindOf ["MissileBase", _cfgAmmo]) exitWith { 600 };
if (_ammo isKindOf ["SubmunitionBase", _cfgAmmo]) exitWith { 80 };
[_caliber, 6.5] select (_caliber <= 0);
};
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private _loudness = (_caliber ^ 1.25 / 10) * (_initspeed / 1000) / 5;
//If unit has a machine gun boost effective loudness 50%
if (_count >= 50) then {_loudness = _loudness * 1.5};
TRACE_2("primaryWeapon",_unit,_loudness);
if (_loudness > 0.2) then {
TRACE_1("loud gun - adding",_unit);
_unit addItem "ACE_EarPlugs";
};