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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@ -1,13 +1,17 @@
/* /*
* Author: commy2 * Author: commy2
*
* Called on unit initialization. Adds earplugs if the unit is equipped with either a really loud primary weapon or a rocket launcher. * Called on unit initialization. Adds earplugs if the unit is equipped with either a really loud primary weapon or a rocket launcher.
* *
* Argument: * Arguments:
* 0: A Soldier (Object) * 0: A Soldier <Object>
* *
* Return value: * Return Value:
* Nothing * None
*
* Example:
* [guy] call ace_hearing_fnc_addEarPlugs
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,13 +1,18 @@
/* /*
* Author: KoffeinFlummi, commy2 * Author: KoffeinFlummi, commy2
*
* Creates ear ringing effect with set strength. * Creates ear ringing effect with set strength.
* *
* Arguments: * 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: * Return Value:
* none * None
*
* Example:
* [clientExplosionEvent] call ace_hearing_fnc_earRinging
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,13 +1,18 @@
/* /*
* Author: KoffeinFlummi, commy2 * Author: KoffeinFlummi, commy2
*
* Handles deafness due to explosions going off near the player. * Handles deafness due to explosions going off near the player.
* *
* Arguments: * 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: * Return Value:
* none * None
*
* Example:
* [clientExplosionEvent] call ace_hearing_fnc_explosionNear
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,13 +1,23 @@
/* /*
* Author: KoffeinFlummi, commy2 * Author: KoffeinFlummi, commy2
*
* Handles deafness due to large-caliber weapons going off near the player. * Handles deafness due to large-caliber weapons going off near the player.
* *
* Arguments: * 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: * Return Value:
* none * None
*
* Example:
* [clientFiredNearEvent] call ace_hearing_fnc_firedNear
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
@ -25,9 +35,9 @@ if (_weapon in ["Throw", "Put"]) exitWith {};
if (_unit != vehicle _unit && {!([_unit] call EFUNC(common,isTurnedOut))}) exitWith {}; if (_unit != vehicle _unit && {!([_unit] call EFUNC(common,isTurnedOut))}) exitWith {};
_silencer = switch (_weapon) do { _silencer = switch (_weapon) do {
case (primaryWeapon _unit) : {primaryWeaponItems _unit select 0}; case (primaryWeapon _unit) : {primaryWeaponItems _unit select 0};
case (secondaryWeapon _unit) : {secondaryWeaponItems _unit select 0}; case (secondaryWeapon _unit) : {secondaryWeaponItems _unit select 0};
case (handgunWeapon _unit) : {handgunItems _unit select 0}; case (handgunWeapon _unit) : {handgunItems _unit select 0};
default {""}; default {""};
}; };

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

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

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

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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" #include "script_component.hpp"
#define STRENGHTODEAFNESS 3 #define STRENGHTODEAFNESS 3