ACE3/addons/hearing/functions/fnc_updateVolume.sqf

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/*
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* Author: commy2 and esteldunedain and Ruthberg
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* Updates and applys the current deafness. Called every 0.1 sec from a PFEH.
*
* Arguments:
* 0: Args <ARRAY>
* -----0: Just update volume (skip ringing/recovery) <BOOL><OPTIONAL>
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*
* Return Value:
* None
*
* Example:
* [] call ace_hearing_fnc_updateVolume
*
* Public: No
*/
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#include "script_component.hpp"
//Only run if deafness or ear ringing is enabled:
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
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EXPLODE_1_PVT((_this select 0),_justUpdateVolume);
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private["_volume", "_soundTransitionTime"];
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GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
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GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0;
if (!_justUpdateVolume) then {
//If we got a big increase in the last second:
if ((GVAR(deafnessDV) - GVAR(deafnessPrior)) > 2) then {
if (ACE_time > GVAR(time3)) then {
GVAR(beep2) = false;
};
if ((!GVAR(DisableEarRinging)) && {!GVAR(beep2)}) then {
playSound "ACE_Combat_Deafness";
GVAR(beep2) = true;
GVAR(time3) = ACE_time + 5;
};
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};
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GVAR(deafnessPrior) = GVAR(deafnessDV);
if (GVAR(deafnessDV) > 19.75) then {
ACE_player setvariable [QGVAR(deaf), true];
if ((!GVAR(DisableEarRinging)) && {ACE_time > GVAR(time4)}) then {
playSound "ACE_Combat_Deafness";
GVAR(beep2) = true;
GVAR(time3) = ACE_time + 10;
GVAR(time4) = ACE_time + 30;
};
} else {
ACE_player setvariable [QGVAR(deaf), false];
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};
if (GVAR(deafnessDV) > 10) then {
//check if the ringing is already being played
if (ACE_time > GVAR(time2)) then {
GVAR(beep) = false;
};
if ((!GVAR(DisableEarRinging)) && {!GVAR(beep)}) then {
playSound "ACE_Ring_Backblast";
GVAR(time2) = ACE_time + 22;
GVAR(beep) = true;
};
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};
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// Hearing takes longer to return to normal after it hits rock bottom
GVAR(deafnessDV) = (GVAR(deafnessDV) - (0.5 * (GVAR(volume) max 0.1))) max 0;
};
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if ((missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false]) || {!GVAR(enableCombatDeafness)}) exitWith {};
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_volume = GVAR(volume);
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// Earplugs reduce hearing 50%
if ([ACE_player] call FUNC(hasEarPlugsIn)) then {
_volume = _volume min GVAR(EarplugsVolume);
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};
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// Headgear can reduce hearing
if(headgear ACE_player != "") then {
private ["_lowerVolume"];
_lowerVolume = (getNumber (configFile >> "CfgWeapons" >> (headgear ACE_player) >> QGVAR(lowerVolume))) min 1;
if(_lowerVolume > 0) then {
_volume = _volume min (1 - _lowerVolume);
};
};
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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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};
_soundTransitionTime = if (_justUpdateVolume) then {0.1} else {1};
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_soundTransitionTime fadeSound _volume;
_soundTransitionTime fadeSpeech _volume;
ACE_player setVariable ["tf_globalVolume", _volume];
if (!isNil "acre_api_fnc_setGlobalVolume") then {[_volume^(0.33)] call acre_api_fnc_setGlobalVolume;};