ACE3/addons/hearing/functions/fnc_explosionNear.sqf

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/*
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* Author: KoffeinFlummi, commy2, Ruthberg
* Handles deafness due to explosions going off near the player.
*
* Arguments:
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* 0: vehicle - Object the event handler is assigned to (player) <OBJECT>
* 1: damage - Damage inflicted to the object <NUMBER>
*
* Return Value:
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* None
*
* Example:
* [clientExplosionEvent] call ace_hearing_fnc_explosionNear
*
* Public: No
*/
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#include "script_component.hpp"
// Only run if combat deafness is enabled
if (!GVAR(EnableCombatDeafness)) exitWith {};
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params ["_unit", "_damage"];
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if (_unit != ACE_player) exitWith {};
TRACE_2("explosion near player",_unit,_damage);
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private ["_strength"];
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_strength = (0 max _damage) * 30;
if (_strength < 0.01) exitWith {};
// Call inmediately, as it will get pick up later anyway by the update thread
[ACE_player, _strength] call FUNC(earRinging);