Headers, Formatting

This commit is contained in:
PabstMirror 2015-03-15 16:40:47 -05:00
parent 85f2f5a467
commit 1cdc341320
9 changed files with 121 additions and 79 deletions

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@ -33,4 +33,4 @@ class Extended_Explosion_EventHandlers {
clientExplosion = QUOTE( if (_this select 0 == ACE_player) then {_this call FUNC(explosionNear)}; );
};
};
};
};

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@ -1,13 +1,17 @@
/*
* Author: commy2
*
* Called on unit initialization. Adds earplugs if the unit is equipped with either a really loud primary weapon or a rocket launcher.
*
* Argument:
* 0: A Soldier (Object)
* Arguments:
* 0: A Soldier <Object>
*
* Return value:
* Nothing
* Return Value:
* None
*
* Example:
* [guy] call ace_hearing_fnc_addEarPlugs
*
* Public: No
*/
#include "script_component.hpp"
@ -19,7 +23,7 @@ _unit = _this select 0;
_launcher = secondaryWeapon _unit;
if (_launcher != "") exitWith {
_unit addItem "ACE_EarBuds";
_unit addItem "ACE_EarBuds";
};
// otherwise add earplugs if the soldier has a big rifle
@ -32,5 +36,5 @@ if (isNil "_magazine") exitWith {};
_ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "audiblefire") > 8) then {
_unit addItem "ACE_EarBuds";
_unit addItem "ACE_EarBuds";
};

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@ -1,13 +1,18 @@
/*
* Author: KoffeinFlummi, commy2
*
* Creates ear ringing effect with set strength.
*
* Arguments:
* 0: strength of ear ringing (Number between 0 and 1)
* 0: Unit (player) <OBJECT>
* 1: strength of ear ringing (Number between 0 and 1) <NUMBER>
*
* Return Value:
* none
* None
*
* Example:
* [clientExplosionEvent] call ace_hearing_fnc_earRinging
*
* Public: No
*/
#include "script_component.hpp"
@ -17,7 +22,7 @@ _unit = _this select 0;
_strength = _this select 1;
if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
_strength = _strength / 4;
_strength = _strength / 4;
};
GVAR(newStrength) = GVAR(newStrength) max _strength;
@ -28,24 +33,24 @@ if (missionNamespace getVariable [QGVAR(isEarRingingPlaying), false]) exitWith {
if (GVAR(DisableEarRinging)) exitWith {};
if (_strength > 0.75) exitWith {
playSound "ACE_EarRinging_Heavy";
GVAR(isEarRingingPlaying) = true;
[
playSound "ACE_EarRinging_Heavy";
GVAR(isEarRingingPlaying) = true;
[
{GVAR(isEarRingingPlaying) = false;}, [], 7.0, 0.25
] call EFUNC(common,waitAndExecute);
] call EFUNC(common,waitAndExecute);
};
if (_strength > 0.5) exitWith {
playSound "ACE_EarRinging_Medium";
GVAR(isEarRingingPlaying) = true;
[
playSound "ACE_EarRinging_Medium";
GVAR(isEarRingingPlaying) = true;
[
{GVAR(isEarRingingPlaying) = false;}, [], 5.0, 0.25
] call EFUNC(common,waitAndExecute);
] call EFUNC(common,waitAndExecute);
};
if (_strength > 0.2) exitWith {
playSound "ACE_EarRinging_Weak";
GVAR(isEarRingingPlaying) = true;
playSound "ACE_EarRinging_Weak";
GVAR(isEarRingingPlaying) = true;
[
GVAR(isEarRingingPlaying) = true;
[
{GVAR(isEarRingingPlaying) = false;}, [], 3.0, 0.25
] call EFUNC(common,waitAndExecute);
] call EFUNC(common,waitAndExecute);
};

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@ -1,13 +1,18 @@
/*
* Author: KoffeinFlummi, commy2
*
* Handles deafness due to explosions going off near the player.
*
* Arguments:
* -> Explosion Event Handler
* 0: vehicle - Object the event handler is assigned to (player) <OBJECT>
* 1: damage - Damage inflicted to the object <NUMBER>
*
* Return Value:
* none
* None
*
* Example:
* [clientExplosionEvent] call ace_hearing_fnc_explosionNear
*
* Public: No
*/
#include "script_component.hpp"
@ -20,6 +25,6 @@ _strength = (_damage * 2) min 1;
if (_strength < 0.01) exitWith {};
[_unit, _strength] spawn {
sleep 0.2;
_this call FUNC(earRinging);
sleep 0.2;
_this call FUNC(earRinging);
};

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@ -1,13 +1,23 @@
/*
* Author: KoffeinFlummi, commy2
*
* Handles deafness due to large-caliber weapons going off near the player.
*
* Arguments:
* -> FiredNear Event Handler
* 0: Unit - Object the event handler is assigned to <OBJECT>
* 1: Firer: Object - Object which fires a weapon near the unit <OBJECT>
* 2: Distance - Distance in meters between the unit and firer <NUMBER>
* 3: weapon - Fired weapon <STRING>
* 4: muzzle - Muzzle that was used <STRING>
* 5: mod - Current mode of the fired weapon <STRING>
* 6: ammo - Ammo used <STRING>
*
* Return Value:
* none
* None
*
* Example:
* [clientFiredNearEvent] call ace_hearing_fnc_firedNear
*
* Public: No
*/
#include "script_component.hpp"
@ -25,17 +35,17 @@ if (_weapon in ["Throw", "Put"]) exitWith {};
if (_unit != vehicle _unit && {!([_unit] call EFUNC(common,isTurnedOut))}) exitWith {};
_silencer = switch (_weapon) do {
case (primaryWeapon _unit) : {primaryWeaponItems _unit select 0};
case (secondaryWeapon _unit) : {secondaryWeaponItems _unit select 0};
case (handgunWeapon _unit) : {handgunItems _unit select 0};
default {""};
case (primaryWeapon _unit) : {primaryWeaponItems _unit select 0};
case (secondaryWeapon _unit) : {secondaryWeaponItems _unit select 0};
case (handgunWeapon _unit) : {handgunItems _unit select 0};
default {""};
};
_audibleFireCoef = 1;
//_audibleFireTimeCoef = 1;
if (_silencer != "") then {
_audibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire");
//_audibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFireTime");
_audibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire");
//_audibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFireTime");
};
_audibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFire");
@ -47,6 +57,6 @@ _strength = _loudness - (_loudness/50 * _distance); // linear drop off
if (_strength < 0.01) exitWith {};
[_unit, _strength] spawn {
sleep 0.2;
_this call FUNC(earRinging);
sleep 0.2;
_this call FUNC(earRinging);
};

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@ -1,18 +1,20 @@
/*
* Author: commy2
*
* Check if the unit has earplugs put in.
*
* Argument:
* A soldier (Object)
* Arguments:
* 0:Unit (player) <OBJECT>
*
* Return value:
* Boolean (Bool)
* Return Value:
* Have Earplugs in <BOOL>
*
* Example:
* [ace_player] call ace_hearing_fnc_hasEarPlugsIn
*
* Public: No
*/
#include "script_component.hpp"
private "_unit";
_unit = _this select 0;
PARAMS_1(_unit);
_unit getVariable ["ACE_hasEarPlugsin", false]

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@ -1,20 +1,21 @@
/*
* Author: Hope Johnson
* Edited by commy2
*
* Puts in / takes out earplugs.
* Author: Hope Johnson and commy2
* Puts in earplugs.
*
* Arguments:
* none
* 0:Unit (player) <OBJECT>
*
* Return Value:
* none
* None
*
* Example:
* [ace_player] call ace_hearing_fnc_putInEarplugs
*
* Public: No
*/
#include "script_component.hpp"
private "_player";
_player = _this select 0;
PARAMS_1(_player);
// Buds in inventory, putting them in
_player removeItem "ACE_EarBuds";

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@ -1,23 +1,24 @@
/*
* Author: Hope Johnson
* Edited by commy2
*
* Puts in / takes out earplugs.
* Author: Hope Johnson and commy2
* Takes out earplugs.
*
* Arguments:
* none
* 0:Unit (player) <OBJECT>
*
* Return Value:
* none
* None
*
* Example:
* [ace_player] call ace_hearing_fnc_removeEarplugs
*
* Public: No
*/
#include "script_component.hpp"
private "_player";
_player = _this select 0;
PARAMS_1(_player);
if !(_player canAdd "ACE_EarBuds") exitWith { // inventory full
[localize "STR_ACE_Hearing_Inventory_Full"] call EFUNC(common,displayTextStructured);
[localize "STR_ACE_Hearing_Inventory_Full"] call EFUNC(common,displayTextStructured);
};
// Buds already in and removing them.

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@ -1,4 +1,18 @@
// by commy2 and CAA-Picard
/*
* Author: commy2 and CAA-Picard
* Updates and applys the current deafness. Called every 0.1 sec from a PFEH.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_hearing_fnc_updateVolume
*
* Public: No
*/
#include "script_component.hpp"
#define STRENGHTODEAFNESS 3
@ -6,17 +20,17 @@
// Check if new noises increase deafness
if (GVAR(newStrength) * STRENGHTODEAFNESS > GVAR(currentDeafness)) then {
GVAR(currentDeafness) = GVAR(newStrength) * STRENGHTODEAFNESS min MAXDEAFNESS;
GVAR(currentDeafness) = GVAR(newStrength) * STRENGHTODEAFNESS min MAXDEAFNESS;
};
GVAR(newStrength) = 0;
// Recover rate is slower if deafness is severe
_recoverRate = 0.01;
if (GVAR(currentDeafness) > 0.7) then {
_recoverRate = 0.005;
if (GVAR(currentDeafness) > 0.9) then {
_recoverRate = 0.002;
};
_recoverRate = 0.005;
if (GVAR(currentDeafness) > 0.9) then {
_recoverRate = 0.002;
};
};
// Deafness recovers with time
@ -27,19 +41,19 @@ _volume = (1 - GVAR(currentDeafness) max 0)^2 max 0.04;
// Earplugs reduce hearing 50%
if ([ACE_player] call FUNC(hasEarPlugsIn)) then {
_volume = _volume min 0.5;
_volume = _volume min 0.5;
};
// Reduce volume if player is unconscious
if (ACE_player getVariable ["ACE_isUnconscious", false]) then {
_volume = _volume min 0.4;
_volume = _volume min 0.4;
};
if (!(missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false])) then {
0.1 fadeSound _volume;
0.1 fadeSpeech _volume;
ACE_player setVariable ["tf_globalVolume", _volume];
ACE_player setVariable ["acre_sys_core_globalVolume", _volume];
0.1 fadeSound _volume;
0.1 fadeSpeech _volume;
ACE_player setVariable ["tf_globalVolume", _volume];
ACE_player setVariable ["acre_sys_core_globalVolume", _volume];
};
//hintSilent format ["GVAR(currentDeafness), _Volume = %1, %2", GVAR(currentDeafness), _volume];