ACE3/addons/hearing/functions/fnc_updateVolume.sqf

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/*
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* Author: commy2 and esteldunedain
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* Updates and applys the current deafness. Called every 0.1 sec from a PFEH.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_hearing_fnc_updateVolume
*
* Public: No
*/
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#include "script_component.hpp"
#define STRENGHTODEAFNESS 3
#define MAXDEAFNESS 1.1
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private ["_recoverRate", "_volume"];
// Exit if combat deafness is disabled
if !(GVAR(enableCombatDeafness)) exitWith {};
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// Check if new noises increase deafness
if (GVAR(newStrength) * STRENGHTODEAFNESS > GVAR(currentDeafness)) then {
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GVAR(currentDeafness) = GVAR(newStrength) * STRENGHTODEAFNESS min MAXDEAFNESS;
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};
GVAR(newStrength) = 0;
// Recover rate is slower if deafness is severe
_recoverRate = 0.01;
if (GVAR(currentDeafness) > 0.7) then {
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_recoverRate = 0.005;
if (GVAR(currentDeafness) > 0.9) then {
_recoverRate = 0.002;
};
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};
// Deafness recovers with ACE_time
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GVAR(currentDeafness) = GVAR(currentDeafness) - _recoverRate max 0;
// needed until Bohemia fixes playSound to actually use the second argument
_volume = (1 - GVAR(currentDeafness) max 0)^2 max 0.04;
// Earplugs reduce hearing 50%
if ([ACE_player] call FUNC(hasEarPlugsIn)) then {
_volume = _volume min GVAR(EarplugsVolume);
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};
// Reduce volume if player is unconscious
if (ACE_player getVariable ["ACE_isUnconscious", false]) then {
_volume = _volume min GVAR(UnconsciousnessVolume);
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};
if (!(missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false])) then {
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0.1 fadeSound _volume;
0.1 fadeSpeech _volume;
ACE_player setVariable ["tf_globalVolume", _volume];
if (!isNil "acre_api_fnc_setGlobalVolume") then {[_volume^(0.33)] call acre_api_fnc_setGlobalVolume;};
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};
//hintSilent format ["GVAR(currentDeafness), _Volume = %1, %2", GVAR(currentDeafness), _volume];