ACE3/addons/hearing/XEH_postInit.sqf

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#include "script_component.hpp"
if (isServer) then {
["CBA_settingsInitialized", {
TRACE_1("settingInit - server",GVAR(enableCombatDeafness));
// Only install event handler if combat deafness is enabled
if (!GVAR(enableCombatDeafness)) exitWith {};
["CAManBase", "Init", LINKFUNC(addEarPlugs), true, [], true] call CBA_fnc_addClassEventHandler;
}] call CBA_fnc_addEventHandler;
};
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if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"
GVAR(cacheAmmoLoudness) = createHashMap;
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GVAR(deafnessDV) = 0;
GVAR(deafnessPrior) = 0;
GVAR(volume) = 1;
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GVAR(playerVehAttenuation) = 1;
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GVAR(time3) = 0;
GVAR(damageCoefficent) = 1;
GVAR(volumeAttenuation) = 1;
GVAR(lastPlayerVehicle) = objNull;
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["CBA_settingsInitialized", {
TRACE_1("settingInit",GVAR(enableCombatDeafness));
// Only run PFEH and install event handlers if combat deafness is enabled
if (!GVAR(enableCombatDeafness)) exitWith {};
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// Spawn volume updating process
[LINKFUNC(updateVolume), 1, false] call CBA_fnc_addPerFrameHandler;
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[QGVAR(updateVolume), LINKFUNC(updateVolume)] call CBA_fnc_addEventHandler;
// Update veh attunation when player veh changes
["vehicle", {
params ["_player", "_vehicle"];
TRACE_2("vehicle change",_player,_vehicle);
_this call FUNC(updatePlayerVehAttenuation);
if (!isNull GVAR(lastPlayerVehicle)) then {
private _firedEH = GVAR(lastPlayerVehicle) getVariable [QGVAR(firedEH), -1];
GVAR(lastPlayerVehicle) removeEventHandler ["FiredNear", _firedEH];
GVAR(lastPlayerVehicle) setVariable [QGVAR(firedEH), nil];
GVAR(lastPlayerVehicle) = objNull;
TRACE_2("removed veh eh",_firedEH,GVAR(lastPlayerVehicle));
};
if ((!isNull _vehicle) && {_player != _vehicle}) then {
private _firedEH = _vehicle addEventHandler ["FiredNear", {call FUNC(firedNear)}];
_vehicle setVariable [QGVAR(firedEH), _firedEH];
GVAR(lastPlayerVehicle) = _vehicle;
TRACE_2("added veh eh",_firedEH,GVAR(lastPlayerVehicle));
};
}, true] call CBA_fnc_addPlayerEventHandler;
["turret", LINKFUNC(updatePlayerVehAttenuation), false] call CBA_fnc_addPlayerEventHandler;
// Reset deafness on respawn (or remote control player switch)
["unit", {
params ["_player", "_oldPlayer"];
TRACE_2("unit change",_player,_oldPlayer);
if (!isNull _oldPlayer) then {
private _firedEH = _oldPlayer getVariable [QGVAR(firedEH), -1];
_oldPlayer removeEventHandler ["FiredNear", _firedEH];
_oldPlayer setVariable [QGVAR(firedEH), nil];
private _explosionEH = _oldPlayer getVariable [QGVAR(explosionEH), -1];
_oldPlayer removeEventHandler ["Explosion", _explosionEH];
_oldPlayer setVariable [QGVAR(explosionEH), nil];
TRACE_3("removed unit eh",_oldPlayer,_firedEH,_explosionEH);
};
// Don't add a new EH if the unit respawned
if ((_player getVariable [QGVAR(firedEH), -1]) == -1) then {
if ((getNumber (configOf _player >> "isPlayableLogic")) == 1) exitWith {
TRACE_1("skipping playable logic",typeOf _player); // VirtualMan_F (placeable logic zeus / spectator)
};
private _firedEH = _player addEventHandler ["FiredNear", {call FUNC(firedNear)}];
_player setVariable [QGVAR(firedEH), _firedEH];
private _explosionEH = _player addEventHandler ["Explosion", {call FUNC(explosionNear)}];
_player setVariable [QGVAR(explosionEH), _explosionEH];
TRACE_3("added unit eh",_player,_firedEH,_explosionEH);
};
GVAR(deafnessDV) = 0;
GVAR(deafnessPrior) = 0;
GVAR(time3) = 0;
call FUNC(updateHearingProtection);
}, true] call CBA_fnc_addPlayerEventHandler;
// Update protection on possible helmet change
["loadout", LINKFUNC(updateHearingProtection), false] call CBA_fnc_addPlayerEventHandler;
}] call CBA_fnc_addEventHandler;