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hearing: tweaks
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@ -10,7 +10,6 @@ GVAR(newStrength) = 0;
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// Spawn volume updating process
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// Spawn volume updating process
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0 spawn {
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0 spawn {
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while {true} do {
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while {true} do {
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_player = ACE_player;
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// Check if new noises increase deafness
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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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if (GVAR(newStrength) * STRENGHTODEAFNESS > GVAR(currentDeafness)) then {
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@ -31,23 +30,23 @@ GVAR(newStrength) = 0;
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GVAR(currentDeafness) = GVAR(currentDeafness) - _recoverRate max 0;
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GVAR(currentDeafness) = GVAR(currentDeafness) - _recoverRate max 0;
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// needed until Bohemia fixes playSound to actually use the second argument
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// needed until Bohemia fixes playSound to actually use the second argument
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_volume = (1 - GVAR(currentDeafness) max 0)^2 max 0.1;
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_volume = (1 - GVAR(currentDeafness) max 0)^2 max 0.04;
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// Earplugs reduce hearing 20%
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// Earplugs reduce hearing 50%
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if ([_player] call FUNC(hasEarPlugsIn)) then {
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if ([ACE_player] call FUNC(hasEarPlugsIn)) then {
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_volume = _volume min 0.8;
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_volume = _volume min 0.5;
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};
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};
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// Reduce volume if player is unconscious
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// Reduce volume if player is unconscious
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if (_player getVariable ["ACE_isUnconscious", false]) then {
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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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};
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if (!(missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false])) then {
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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 fadeSound _volume;
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0.1 fadeSpeech _volume;
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0.1 fadeSpeech _volume;
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_player setVariable ["tf_globalVolume", _volume];
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ACE_player setVariable ["tf_globalVolume", _volume];
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_player setVariable ["acre_sys_core_globalVolume", _volume];
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ACE_player setVariable ["acre_sys_core_globalVolume", _volume];
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};
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};
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//hintSilent format ["GVAR(currentDeafness), _Volume = %1, %2", GVAR(currentDeafness), _volume];
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//hintSilent format ["GVAR(currentDeafness), _Volume = %1, %2", GVAR(currentDeafness), _volume];
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