Merge pull request #464 from acemod/fixFiredNear

Hearing: Fix firedNear not working in vehicles
This commit is contained in:
PabstMirror 2015-04-25 13:34:18 -05:00
commit 2d3606302f
5 changed files with 80 additions and 18 deletions

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@ -1,4 +1,3 @@
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit) );
@ -20,9 +19,9 @@ class Extended_Init_EventHandlers {
};
class Extended_FiredNear_EventHandlers {
class CAManBase {
class AllVehicles {
class GVAR(FiredNear) {
clientFiredNear = QUOTE( if (GVAR(enableCombatDeafness) && {_this select 0 == ACE_player}) then {_this call FUNC(firedNear)}; );
clientFiredNear = QUOTE(_this call FUNC(firedNear););
};
};
};

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@ -1,7 +1,14 @@
#include "script_component.hpp"
if (!hasInterface) exitWith {};
GVAR(currentDeafness) = 0;
GVAR(newStrength) = 0;
GVAR(playerVehAttenuation) = 1;
// Spawn volume updating process
[FUNC(updateVolume), 0.1, [] ] call CBA_fnc_addPerFrameHandler;
//Update veh attunation when player veh changes
["playerVehicleChanged", {_this call FUNC(updatePlayerVehAttenuation);}] call EFUNC(common,addEventHandler);
["playerTurretChanged", {_this call FUNC(updatePlayerVehAttenuation);}] call EFUNC(common,addEventHandler);

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@ -10,6 +10,7 @@ PREP(hasEarPlugsIn);
PREP(moduleHearing);
PREP(putInEarPlugs);
PREP(removeEarPlugs);
PREP(updatePlayerVehAttenuation);
PREP(updateVolume);
ADDON = true;

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@ -21,18 +21,19 @@
*/
#include "script_component.hpp"
private ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_silencer", "_audibleFireCoef", "_loudness", "_strength", "_audibleFire", "_audibleFireTime", "_audibleFireTimeCoef"];
private ["_silencer", "_audibleFireCoef", "_loudness", "_strength", "_vehAttenuation"];
_unit = _this select 0;
_firer = _this select 1;
_distance = (_this select 2) max 1;
_weapon = _this select 3;
_muzzle = _this select 4;
_mode = _this select 5;
_ammo = _this select 6;
PARAMS_7(_object,_firer,_distance,_weapon,_muzzle,_mode,_ammo);
if (toLower _weapon in ["throw", "put"]) exitWith {};
if (_unit != vehicle _unit && {!([_unit] call EFUNC(common,isTurnedOut))}) exitWith {};
//Only run if combatDeafness enabled:
if (!GVAR(enableCombatDeafness)) exitWith {};
//Only run if firedNear object is player or player's vehicle:
if ((ACE_player != _object) && {(vehicle ACE_player) != _object}) exitWith {};
if (_weapon in ["Throw", "Put"]) exitWith {};
_vehAttenuation = if ((ACE_player == (vehicle ACE_player)) || {isTurnedOut ACE_player}) then {1} else {GVAR(playerVehAttenuation)};
if (_distance < 1) then {_distance = 1;};
_silencer = switch (_weapon) do {
case (primaryWeapon _firer) : {(primaryWeaponItems _firer) select 0};
@ -42,18 +43,15 @@ _silencer = switch (_weapon) do {
};
_audibleFireCoef = 1;
//_audibleFireTimeCoef = 1;
if (_silencer != "") then {
_audibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire");
//_audibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFireTime");
};
_audibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFire");
//_audibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFireTime");
_loudness = _audibleFireCoef * _audibleFire / 64;
_strength = _loudness - (_loudness/50 * _distance); // linear drop off
_strength = _vehAttenuation * (_loudness - (_loudness/50 * _distance)); // linear drop off
if (_strength < 0.01) exitWith {};
[{_this call FUNC(earRinging)}, [_unit, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);
[{_this call FUNC(earRinging)}, [ACE_player, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);

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@ -0,0 +1,57 @@
/*
* Author: PabstMirror
* Gets the sound attenuation of a player to the outside.
*
* Arguments:
* None
*
* Return Value:
* Ammount that unit can hear outside <NUMBER>
*
* Example:
* [] call ace_hearing_fnc_updatePlayerVehAttenuation
*
* Public: No
*/
#include "script_component.hpp"
_vehicle = vehicle ACE_player;
if (isNull _vehicle) exitWith {};
_newAttenuation = 1;
if (ACE_player != _vehicle) then {
_effectType = "";
_turretPath = [ACE_player] call EFUNC(common,getTurretIndex);
_effectType = getText (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "attenuationEffectType");
if (!(_turretPath isEqualTo [])) then {
_turretConfig = [(configFile >> "CfgVehicles" >> (typeOf _vehicle)), _turretPath] call EFUNC(common,getTurretConfigPath);
if ((getNumber (_turretConfig >> "disableSoundAttenuation")) == 1) then {
_effectType = "";
} else {
if (isText (_turretConfig >> "soundAttenuationTurret")) then {
_effectType = getText (_turretConfig >> "soundAttenuationTurret");
};
};
};
_newAttenuation = switch (true) do {
case (_effectType == ""): {1};
case (_effectType == "CarAttenuation"): {0.5};
case (_effectType == "RHS_CarAttenuation"): {0.5};
case (_effectType == "OpenCarAttenuation"): {1};
case (_effectType == "TankAttenuation"): {0.1};
case (_effectType == "HeliAttenuation"): {0.3};
case (_effectType == "OpenHeliAttenuation"): {0.9};
case (_effectType == "SemiOpenHeliAttenuation"): {0.6};
case (_effectType == "HeliAttenuationGunner"): {0.85};
case (_effectType == "HeliAttenuationRamp"): {0.85};
default {1};
};
};
TRACE_2("New vehicle attenuation",_vehicle,_newAttenuation);
GVAR(playerVehAttenuation) = _newAttenuation;