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@ -33,4 +33,4 @@ class Extended_Explosion_EventHandlers {
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clientExplosion = QUOTE( if (_this select 0 == ACE_player) then {_this call FUNC(explosionNear)}; );
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};
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};
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};
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};
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@ -1,13 +1,17 @@
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/*
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* Author: commy2
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*
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* Called on unit initialization. Adds earplugs if the unit is equipped with either a really loud primary weapon or a rocket launcher.
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*
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* Argument:
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* 0: A Soldier (Object)
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* Arguments:
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* 0: A Soldier <Object>
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*
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* Return value:
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* Nothing
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* Return Value:
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* None
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*
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* Example:
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* [guy] call ace_hearing_fnc_addEarPlugs
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -19,7 +23,7 @@ _unit = _this select 0;
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_launcher = secondaryWeapon _unit;
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if (_launcher != "") exitWith {
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_unit addItem "ACE_EarBuds";
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_unit addItem "ACE_EarBuds";
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};
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// otherwise add earplugs if the soldier has a big rifle
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@ -32,5 +36,5 @@ if (isNil "_magazine") exitWith {};
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_ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
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if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "audiblefire") > 8) then {
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_unit addItem "ACE_EarBuds";
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_unit addItem "ACE_EarBuds";
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};
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@ -1,13 +1,18 @@
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/*
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* Author: KoffeinFlummi, commy2
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*
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* Creates ear ringing effect with set strength.
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*
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* Arguments:
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* 0: strength of ear ringing (Number between 0 and 1)
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* 0: Unit (player) <OBJECT>
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* 1: strength of ear ringing (Number between 0 and 1) <NUMBER>
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*
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* Return Value:
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* none
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* None
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*
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* Example:
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* [clientExplosionEvent] call ace_hearing_fnc_earRinging
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -17,7 +22,7 @@ _unit = _this select 0;
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_strength = _this select 1;
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if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
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_strength = _strength / 4;
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_strength = _strength / 4;
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};
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GVAR(newStrength) = GVAR(newStrength) max _strength;
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@ -28,24 +33,24 @@ if (missionNamespace getVariable [QGVAR(isEarRingingPlaying), false]) exitWith {
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if (GVAR(DisableEarRinging)) exitWith {};
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if (_strength > 0.75) exitWith {
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playSound "ACE_EarRinging_Heavy";
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GVAR(isEarRingingPlaying) = true;
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[
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playSound "ACE_EarRinging_Heavy";
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GVAR(isEarRingingPlaying) = true;
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[
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{GVAR(isEarRingingPlaying) = false;}, [], 7.0, 0.25
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] call EFUNC(common,waitAndExecute);
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] call EFUNC(common,waitAndExecute);
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};
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if (_strength > 0.5) exitWith {
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playSound "ACE_EarRinging_Medium";
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GVAR(isEarRingingPlaying) = true;
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[
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playSound "ACE_EarRinging_Medium";
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GVAR(isEarRingingPlaying) = true;
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[
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{GVAR(isEarRingingPlaying) = false;}, [], 5.0, 0.25
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] call EFUNC(common,waitAndExecute);
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] call EFUNC(common,waitAndExecute);
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};
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if (_strength > 0.2) exitWith {
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playSound "ACE_EarRinging_Weak";
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GVAR(isEarRingingPlaying) = true;
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playSound "ACE_EarRinging_Weak";
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GVAR(isEarRingingPlaying) = true;
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[
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GVAR(isEarRingingPlaying) = true;
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[
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{GVAR(isEarRingingPlaying) = false;}, [], 3.0, 0.25
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] call EFUNC(common,waitAndExecute);
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] call EFUNC(common,waitAndExecute);
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};
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@ -1,13 +1,18 @@
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/*
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* Author: KoffeinFlummi, commy2
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*
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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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* -> Explosion Event Handler
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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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*
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* Return Value:
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* none
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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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*/
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#include "script_component.hpp"
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@ -20,6 +25,6 @@ _strength = (_damage * 2) min 1;
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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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_this call FUNC(earRinging);
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sleep 0.2;
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_this call FUNC(earRinging);
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};
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@ -1,13 +1,23 @@
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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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* 0: Unit - Object the event handler is assigned to <OBJECT>
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* 1: Firer: Object - Object which fires a weapon near the unit <OBJECT>
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* 2: Distance - Distance in meters between the unit and firer <NUMBER>
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* 3: weapon - Fired weapon <STRING>
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* 4: muzzle - Muzzle that was used <STRING>
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* 5: mod - Current mode of the fired weapon <STRING>
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* 6: ammo - Ammo used <STRING>
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*
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* Return Value:
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* none
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* None
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*
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* Example:
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* [clientFiredNearEvent] call ace_hearing_fnc_firedNear
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -25,17 +35,17 @@ if (_weapon in ["Throw", "Put"]) exitWith {};
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if (_unit != vehicle _unit && {!([_unit] call EFUNC(common,isTurnedOut))}) exitWith {};
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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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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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_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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@ -47,6 +57,6 @@ _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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_this call FUNC(earRinging);
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sleep 0.2;
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_this call FUNC(earRinging);
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};
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@ -1,18 +1,20 @@
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/*
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* Author: commy2
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*
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* Check if the unit has earplugs put in.
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*
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* Argument:
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* A soldier (Object)
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* Arguments:
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* 0:Unit (player) <OBJECT>
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*
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* Return value:
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* Boolean (Bool)
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* Return Value:
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* Have Earplugs in <BOOL>
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*
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* Example:
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* [ace_player] call ace_hearing_fnc_hasEarPlugsIn
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private "_unit";
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_unit = _this select 0;
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PARAMS_1(_unit);
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_unit getVariable ["ACE_hasEarPlugsin", false]
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/*
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* Author: Hope Johnson
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* Edited by commy2
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*
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* Puts in / takes out earplugs.
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* Author: Hope Johnson and commy2
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* Puts in earplugs.
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*
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* Arguments:
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* none
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* 0:Unit (player) <OBJECT>
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*
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* Return Value:
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* none
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* None
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*
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* Example:
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* [ace_player] call ace_hearing_fnc_putInEarplugs
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private "_player";
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_player = _this select 0;
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PARAMS_1(_player);
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// Buds in inventory, putting them in
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_player removeItem "ACE_EarBuds";
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/*
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* Author: Hope Johnson
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* Edited by commy2
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*
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* Puts in / takes out earplugs.
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* Author: Hope Johnson and commy2
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* Takes out earplugs.
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*
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* Arguments:
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* none
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* 0:Unit (player) <OBJECT>
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*
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* Return Value:
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* none
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* None
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*
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* Example:
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* [ace_player] call ace_hearing_fnc_removeEarplugs
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private "_player";
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_player = _this select 0;
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PARAMS_1(_player);
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if !(_player canAdd "ACE_EarBuds") exitWith { // inventory full
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[localize "STR_ACE_Hearing_Inventory_Full"] call EFUNC(common,displayTextStructured);
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[localize "STR_ACE_Hearing_Inventory_Full"] call EFUNC(common,displayTextStructured);
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};
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// Buds already in and removing them.
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// by commy2 and CAA-Picard
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/*
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* Author: commy2 and CAA-Picard
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* Updates and applys the current deafness. Called every 0.1 sec from a PFEH.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_hearing_fnc_updateVolume
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*
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* Public: No
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*/
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#include "script_component.hpp"
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#define STRENGHTODEAFNESS 3
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@ -6,17 +20,17 @@
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// Check if new noises increase deafness
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if (GVAR(newStrength) * STRENGHTODEAFNESS > GVAR(currentDeafness)) then {
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GVAR(currentDeafness) = GVAR(newStrength) * STRENGHTODEAFNESS min MAXDEAFNESS;
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GVAR(currentDeafness) = GVAR(newStrength) * STRENGHTODEAFNESS min MAXDEAFNESS;
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};
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GVAR(newStrength) = 0;
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// Recover rate is slower if deafness is severe
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_recoverRate = 0.01;
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if (GVAR(currentDeafness) > 0.7) then {
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_recoverRate = 0.005;
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if (GVAR(currentDeafness) > 0.9) then {
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_recoverRate = 0.002;
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};
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_recoverRate = 0.005;
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if (GVAR(currentDeafness) > 0.9) then {
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_recoverRate = 0.002;
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};
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};
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// Deafness recovers with time
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@ -27,19 +41,19 @@ _volume = (1 - GVAR(currentDeafness) max 0)^2 max 0.04;
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// Earplugs reduce hearing 50%
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if ([ACE_player] call FUNC(hasEarPlugsIn)) then {
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_volume = _volume min 0.5;
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_volume = _volume min 0.5;
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};
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// Reduce volume if player is unconscious
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if (ACE_player getVariable ["ACE_isUnconscious", false]) then {
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_volume = _volume min 0.4;
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_volume = _volume min 0.4;
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};
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if (!(missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false])) then {
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0.1 fadeSound _volume;
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0.1 fadeSpeech _volume;
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ACE_player setVariable ["tf_globalVolume", _volume];
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ACE_player setVariable ["acre_sys_core_globalVolume", _volume];
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0.1 fadeSound _volume;
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0.1 fadeSpeech _volume;
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ACE_player setVariable ["tf_globalVolume", _volume];
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ACE_player setVariable ["acre_sys_core_globalVolume", _volume];
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};
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//hintSilent format ["GVAR(currentDeafness), _Volume = %1, %2", GVAR(currentDeafness), _volume];
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