2015-01-11 16:42:31 +00:00
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/*
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2015-06-13 15:16:18 +00:00
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* Author: KoffeinFlummi, commy2, Ruthberg
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2015-01-11 16:42:31 +00:00
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* Handles deafness due to explosions going off near the player.
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*
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* Arguments:
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2015-03-15 21:40:47 +00:00
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* 0: vehicle - Object the event handler is assigned to (player) <OBJECT>
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* 1: damage - Damage inflicted to the object <NUMBER>
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2015-01-11 16:42:31 +00:00
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*
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* Return Value:
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2015-03-15 21:40:47 +00:00
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* None
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*
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* Example:
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* [clientExplosionEvent] call ace_hearing_fnc_explosionNear
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*
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* Public: No
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2015-01-11 16:42:31 +00:00
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*/
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2015-01-14 01:41:53 +00:00
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#include "script_component.hpp"
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2015-01-11 16:42:31 +00:00
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2016-02-06 16:59:31 +00:00
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// Only run if combat deafness is enabled
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if (!GVAR(EnableCombatDeafness)) exitWith {};
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2015-07-11 02:01:32 +00:00
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2015-08-13 21:42:20 +00:00
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params ["_unit", "_damage"];
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2015-01-11 16:42:31 +00:00
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2015-08-30 06:47:40 +00:00
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if (_unit != ACE_player) exitWith {};
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TRACE_2("explosion near player",_unit,_damage);
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2015-06-13 15:16:18 +00:00
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private ["_strength"];
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2015-08-30 06:47:40 +00:00
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_strength = (0 max _damage) * 30;
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2015-01-11 16:42:31 +00:00
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if (_strength < 0.01) exitWith {};
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2016-02-06 16:59:31 +00:00
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// Call inmediately, as it will get pick up later anyway by the update thread
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[ACE_player, _strength] call FUNC(earRinging);
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