2015-01-11 16:42:31 +00:00
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/*
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* Author: KoffeinFlummi, commy2
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*
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* Handles deafness due to large-caliber weapons going off near the player.
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*
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* Arguments:
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* -> FiredNear Event Handler
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*
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* Return Value:
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* none
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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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private ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_silencer", "_audibleFireCoef", "_loudness", "_strength"];
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_unit = _this select 0;
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_firer = _this select 1;
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_distance = (_this select 2) max 1;
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_weapon = _this select 3;
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_muzzle = _this select 4;
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_mode = _this select 5;
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_ammo = _this select 6;
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if (_weapon in ["Throw", "Put"]) exitWith {};
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2015-01-13 04:17:52 +00:00
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if (_unit != vehicle _unit && {!([_unit] call EFUNC(common,isTurnedOut))}) exitWith {};
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2015-01-11 16:42:31 +00:00
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_silencer = switch (_weapon) do {
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case (primaryWeapon _unit) : {primaryWeaponItems _unit select 0};
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case (secondaryWeapon _unit) : {secondaryWeaponItems _unit select 0};
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case (handgunWeapon _unit) : {handgunItems _unit select 0};
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default {""};
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};
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_audibleFireCoef = 1;
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//_audibleFireTimeCoef = 1;
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if (_silencer != "") then {
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_audibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire");
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//_audibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFireTime");
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};
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_audibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFire");
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//_audibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFireTime");
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_loudness = _audibleFireCoef * _audibleFire / 64;
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_strength = _loudness - (_loudness/50 * _distance); // linear drop off
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if (_strength < 0.01) exitWith {};
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[_unit, _strength] spawn {
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sleep 0.2;
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2015-01-13 04:17:52 +00:00
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_this call FUNC(earRinging);
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2015-01-11 16:42:31 +00:00
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};
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