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
*
* 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"

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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"

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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"

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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"
@ -25,9 +35,9 @@ 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};
case (primaryWeapon _unit) : {primaryWeaponItems _unit select 0};
case (secondaryWeapon _unit) : {secondaryWeaponItems _unit select 0};
case (handgunWeapon _unit) : {handgunItems _unit select 0};
default {""};
};

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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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@ -1,20 +1,21 @@
/*
* 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);

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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