Merge pull request #1839 from acemod/hearingUnification

Hearing PFEH unification / Flashbangs
This commit is contained in:
ViperMaul 2015-07-25 10:44:11 -07:00
commit 55614b9ac3
10 changed files with 90 additions and 111 deletions

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@ -40,7 +40,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
[_unit, false] call EFUNC(common,disableAI);
};
_unit setSkill (skill _unit * 50);
}, [_x], (7 * _strength), 0.1] call EFUNC(common,waitAndExecute); //0.1 precision is fine for AI
}, [_x], (7 * _strength)] call EFUNC(common,waitAndExecute);
} else {
//Do effects for player
// is there line of sight to the grenade?
@ -62,7 +62,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
//Add ace_hearing ear ringing sound effect
if ((isClass (configFile >> "CfgPatches" >> "ACE_Hearing")) && {_strength > 0}) then {
[_x, 0.5 + (_strength / 2)] call EFUNC(hearing,earRinging);
[_x, (20 * _strength)] call EFUNC(hearing,earRinging);
};
// account for people looking away by slightly
@ -95,7 +95,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
[{
PARAMS_1(_light);
deleteVehicle _light;
}, [_light], 0.1, 0] call EFUNC(common,waitAndExecute);
}, [_light], 0.1] call EFUNC(common,waitAndExecute);
// blind player
if (_strength > 0.1) then {
@ -113,7 +113,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
//FULLRECOVERY - end effect
[{
GVAR(flashbangPPEffectCC) ppEffectEnable false;
}, [], (17 * _strength), 0] call EFUNC(common,waitAndExecute);
}, [], (17 * _strength)] call EFUNC(common,waitAndExecute);
};
};
};

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@ -2,8 +2,9 @@
if (!hasInterface) exitWith {};
GVAR(currentDeafness) = 0;
GVAR(newStrength) = 0;
GVAR(deafnessDV) = 0;
GVAR(deafnessPrior) = 0;
GVAR(volume) = 1;
GVAR(playerVehAttenuation) = 1;
GVAR(beep) = false;
@ -11,10 +12,11 @@ GVAR(beep2) = false;
GVAR(time2) = 0;
GVAR(time3) = 0;
GVAR(time4) = 0;
GVAR(earRingingPFH) = -1;
["SettingsInitialized", {
// Spawn volume updating process
[FUNC(updateVolume), 0.1, [] ] call CBA_fnc_addPerFrameHandler;
[FUNC(updateVolume), 1, [false] ] call CBA_fnc_addPerFrameHandler;
}] call EFUNC(common,addEventHandler);
//Update veh attunation when player veh changes
["playerVehicleChanged", {_this call FUNC(updatePlayerVehAttenuation);}] call EFUNC(common,addEventHandler);
@ -22,14 +24,13 @@ GVAR(earRingingPFH) = -1;
//Reset deafness on respawn (or remote control player switch)
["playerChanged", {
ACE_player setVariable [QGVAR(dv), 0];
ACE_player setVariable [QGVAR(prior), 0];
GVAR(deafnessDV) = 0;
GVAR(deafnessPrior) = 0;
ACE_player setvariable [QGVAR(deaf), false];
GVAR(beep) = false;
GVAR(beep2) = false;
GVAR(time2) = 0;
GVAR(time3) = 0;
GVAR(time4) = 0;
GVAR(currentDeafness) = 0;
GVAR(newStrength) = 0;
}] call EFUNC(common,addEventhandler);

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@ -16,11 +16,9 @@
*/
#include "script_component.hpp"
if (GVAR(DisableEarRinging)) exitWith {};
PARAMS_2(_unit,_strength);
if (isNull _unit) exitWith {};
if (_unit != ACE_player) exitWith {};
if (_strength < 0.05) exitWith {};
if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
@ -36,66 +34,4 @@ if(headgear _unit != "") then {
};
};
_unit setVariable [QGVAR(dv), (_unit getVariable [QGVAR(dv), 0]) + _strength];
if (GVAR(earRingingPFH) != -1) exitWith {};
GVAR(earRingingPFH) = [{
EXPLODE_1_PVT(_this select 0,_unit);
private ["_prior"];
_prior = (_unit getvariable [QGVAR(dv), 0]) min 20;
if (!alive _unit || _prior <= 0 || GVAR(DisableEarRinging)) exitWith {
_unit setVariable [QGVAR(dv), 0];
_unit setVariable [QGVAR(prior), 0];
GVAR(beep) = false;
GVAR(beep2) = false;
GVAR(time2) = 0;
GVAR(time3) = 0;
GVAR(time4) = 0;
GVAR(earRingingPFH) = -1;
[_this select 1] call cba_fnc_removePerFrameHandler;
};
if (((_unit getvariable [QGVAR(dv), 0]) - (_unit getvariable [QGVAR(prior), 0])) > 2) then {
if (ACE_time > GVAR(time3)) then {
GVAR(beep2) = false;
};
if (!GVAR(beep2)) then {
playSound "ACE_Combat_Deafness";
GVAR(beep2) = true;
GVAR(time3) = ACE_time + 5;
};
};
_unit setvariable [QGVAR(prior), _prior];
GVAR(volume) = (1 - (_prior / 20)) max 0;
if (_prior > 19.75) then {
_unit setvariable [QGVAR(deaf), true];
} else {
_unit setvariable [QGVAR(deaf), false];
};
if ((_unit getvariable [QGVAR(deaf), false]) && {ACE_time > GVAR(time4)}) then {
playSound "ACE_Combat_Deafness";
GVAR(beep2) = true;
GVAR(time3) = ACE_time + 10;
GVAR(time4) = ACE_time + 30;
};
// Hearing takes longer to return to normal after it hits rock bottom
_unit setvariable [QGVAR(dv), _prior - (0.5 * (GVAR(volume) max 0.1))];
if (_prior > 10) then {
//check if the ringing is already being played
if (ACE_time > GVAR(time2)) then {
GVAR(beep) = false;
};
if (!GVAR(beep)) then {
playSound "ACE_Ring_Backblast";
GVAR(time2) = ACE_time + 22;
GVAR(beep) = true;
};
};
}, 1, [_unit]] call CBA_fnc_addPerFrameHandler;
GVAR(deafnessDV) = GVAR(deafnessDV) + _strength;

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@ -16,6 +16,9 @@
*/
#include "script_component.hpp"
//Only run if deafness or ear ringing is enabled:
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
PARAMS_2(_unit,_damage);
private ["_strength"];

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@ -21,17 +21,18 @@
*/
#include "script_component.hpp"
private ["_silencer", "_audibleFireCoef", "_loudness", "_strength", "_vehAttenuation", "_magazine", "_muzzles", "_weaponMagazines", "_muzzleMagazines", "_ammoType", "_initSpeed", "_ammoConfig", "_caliber", "_parentClasses"];
//Only run if deafness or ear ringing is enabled:
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
PARAMS_7(_object,_firer,_distance,_weapon,_muzzle,_mode,_ammo);
//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 {};
if (_distance > 50) exitWith {};
private ["_silencer", "_audibleFireCoef", "_loudness", "_strength", "_vehAttenuation", "_magazine", "_muzzles", "_weaponMagazines", "_muzzleMagazines", "_ammoType", "_initSpeed", "_ammoConfig", "_caliber", "_parentClasses"];
_vehAttenuation = if ((ACE_player == (vehicle ACE_player)) || {isTurnedOut ACE_player}) then {1} else {GVAR(playerVehAttenuation)};
_distance = 1 max _distance;
@ -67,7 +68,7 @@ if (count _weaponMagazines == 0) then {
_magazine = "";
{
EXPLODE_2_PVT(_x,_magazineType,_ammoType)
EXPLODE_2_PVT(_x,_magazineType,_ammoType);
if (_ammoType == _ammo) exitWith {
_magazine = _magazineType;
};

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@ -1,6 +1,6 @@
/*
* Author: esteldunedain
* Initializes the Map module.
* Initializes the Hearing module.
*
* Arguments:
* Whatever the module provides. (I dunno.)
@ -16,4 +16,4 @@ if !(_activated) exitWith {};
[_logic, QGVAR(enableCombatDeafness), "EnableCombatDeafness"] call EFUNC(common,readSettingFromModule);
diag_log text "[ACE]: Interaction Module Initialized.";
diag_log text "[ACE]: Hearing Module Initialized.";

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@ -24,5 +24,8 @@ _player setVariable ["ACE_hasEarPlugsIn", true, true];
[localize LSTRING(EarPlugs_Are_On)] call EFUNC(common,displayTextStructured);
//Force an immediate fast volume update:
[[true]] call FUNC(updateVolume);
/*// No Earplugs in inventory, telling user
[localize LSTRING(NoPlugs)] call EFUNC(common,displayTextStructured);*/

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@ -27,3 +27,6 @@ _player addItem "ACE_EarPlugs";
_player setVariable ["ACE_hasEarPlugsIn", false, true];
[localize LSTRING(EarPlugs_Are_Off)] call EFUNC(common,displayTextStructured);
//Force an immediate fast volume update:
[[true]] call FUNC(updateVolume);

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@ -3,7 +3,8 @@
* Updates and applys the current deafness. Called every 0.1 sec from a PFEH.
*
* Arguments:
* None
* 0: Args <ARRAY>
* -----0: Just update volume (skip ringing/recovery) <BOOL><OPTIONAL>
*
* Return Value:
* None
@ -15,31 +16,62 @@
*/
#include "script_component.hpp"
private ["_recoverRate", "_volume"];
//Only run if deafness or ear ringing is enabled:
if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {};
// Exit if combat deafness is disabled
if !(GVAR(enableCombatDeafness)) exitWith {};
EXPLODE_1_PVT((_this select 0),_justUpdateVolume);
// Check if new noises increase deafness
GVAR(newStrength) = (((ACE_player getvariable [QGVAR(dv), 0]) min 20) / 20) ^ 2;
if (GVAR(newStrength) > GVAR(currentDeafness)) then {
GVAR(currentDeafness) = GVAR(newStrength);
private["_volume", "_soundTransitionTime"];
GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0;
if (!_justUpdateVolume) then {
//If we got a big increase in the last second:
if ((GVAR(deafnessDV) - GVAR(deafnessPrior)) > 2) then {
if (ACE_time > GVAR(time3)) then {
GVAR(beep2) = false;
};
// 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;
if ((!GVAR(DisableEarRinging)) && {!GVAR(beep2)}) then {
playSound "ACE_Combat_Deafness";
GVAR(beep2) = true;
GVAR(time3) = ACE_time + 5;
};
};
// Deafness recovers with ACE_time
GVAR(currentDeafness) = GVAR(currentDeafness) - _recoverRate max 0;
GVAR(deafnessPrior) = GVAR(deafnessDV);
// needed until Bohemia fixes playSound to actually use the second argument
_volume = (1 - GVAR(currentDeafness) max 0)^2 max 0.04;
if (GVAR(deafnessDV) > 19.75) then {
ACE_player setvariable [QGVAR(deaf), true];
if ((!GVAR(DisableEarRinging)) && {ACE_time > GVAR(time4)}) then {
playSound "ACE_Combat_Deafness";
GVAR(beep2) = true;
GVAR(time3) = ACE_time + 10;
GVAR(time4) = ACE_time + 30;
};
} else {
ACE_player setvariable [QGVAR(deaf), false];
};
if (GVAR(deafnessDV) > 10) then {
//check if the ringing is already being played
if (ACE_time > GVAR(time2)) then {
GVAR(beep) = false;
};
if ((!GVAR(DisableEarRinging)) && {!GVAR(beep)}) then {
playSound "ACE_Ring_Backblast";
GVAR(time2) = ACE_time + 22;
GVAR(beep) = true;
};
};
// Hearing takes longer to return to normal after it hits rock bottom
GVAR(deafnessDV) = (GVAR(deafnessDV) - (0.5 * (GVAR(volume) max 0.1))) max 0;
};
if ((missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false]) || {!GVAR(enableCombatDeafness)}) exitWith {};
_volume = GVAR(volume);
// Earplugs reduce hearing 50%
if ([ACE_player] call FUNC(hasEarPlugsIn)) then {
@ -60,11 +92,9 @@ if (ACE_player getVariable ["ACE_isUnconscious", false]) then {
_volume = _volume min GVAR(UnconsciousnessVolume);
};
if (!(missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false])) then {
0.1 fadeSound _volume;
0.1 fadeSpeech _volume;
_soundTransitionTime = if (_justUpdateVolume) then {0.1} else {1};
_soundTransitionTime fadeSound _volume;
_soundTransitionTime fadeSpeech _volume;
ACE_player setVariable ["tf_globalVolume", _volume];
if (!isNil "acre_api_fnc_setGlobalVolume") then {[_volume^(0.33)] call acre_api_fnc_setGlobalVolume;};
};
//hintSilent format ["GVAR(currentDeafness), _Volume = %1, %2", GVAR(currentDeafness), _volume];

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@ -1,6 +1,8 @@
#define COMPONENT hearing
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
#ifdef DEBUG_ENABLED_HEARING
#define DEBUG_MODE_FULL
#endif