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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2015-07-12 02:00:40 +00:00
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//Only run if deafness or ear ringing is enabled:
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if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
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2015-07-11 02:01:32 +00:00
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2015-06-13 15:16:18 +00:00
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PARAMS_2(_unit,_damage);
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2015-01-11 16:42:31 +00:00
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2015-06-13 15:16:18 +00:00
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private ["_strength"];
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_strength = 0 max _damage;
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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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2015-03-15 21:46:06 +00:00
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[{_this call FUNC(earRinging)}, [_unit, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);
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