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hearing: replaced spawn by PFH
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@ -1,56 +1,7 @@
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// by commy2 and CAA-Picard
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#include "script_component.hpp"
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#define STRENGHTODEAFNESS 3
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#define MAXDEAFNESS 1.1
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GVAR(currentDeafness) = 0;
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GVAR(newStrength) = 0;
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// Spawn volume updating process
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0 spawn {
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while {true} do {
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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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GVAR(currentDeafness) = GVAR(newStrength) * STRENGHTODEAFNESS min MAXDEAFNESS;
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};
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GVAR(newStrength) = 0;
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// Recover rate is slower if deafness is severe
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_recoverRate = 0.01;
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if (GVAR(currentDeafness) > 0.7) then {
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_recoverRate = 0.005;
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if (GVAR(currentDeafness) > 0.9) then {
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_recoverRate = 0.002;
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};
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};
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// Deafness recovers with time
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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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_volume = (1 - GVAR(currentDeafness) max 0)^2 max 0.04;
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// Earplugs reduce hearing 50%
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if ([ACE_player] call FUNC(hasEarPlugsIn)) then {
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_volume = _volume min 0.5;
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};
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// Reduce volume if player is unconscious
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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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};
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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 fadeSpeech _volume;
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ACE_player setVariable ["tf_globalVolume", _volume];
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ACE_player setVariable ["acre_sys_core_globalVolume", _volume];
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};
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//hintSilent format ["GVAR(currentDeafness), _Volume = %1, %2", GVAR(currentDeafness), _volume];
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sleep 0.1;
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};
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};
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[FUNC(updateVolume), 0.1, [] ] call CBA_fnc_addPerFrameHandler;
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@ -6,4 +6,5 @@ PREP(explosionNear);
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PREP(firedNear);
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PREP(hasEarPlugsIn);
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PREP(putInEarPlugs);
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PREP(removeEarPlugs);
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PREP(removeEarPlugs);
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PREP(updateVolume);
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45
addons/hearing/functions/fnc_updateVolume.sqf
Normal file
45
addons/hearing/functions/fnc_updateVolume.sqf
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@ -0,0 +1,45 @@
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// by commy2 and CAA-Picard
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#include "script_component.hpp"
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#define STRENGHTODEAFNESS 3
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#define MAXDEAFNESS 1.1
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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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GVAR(currentDeafness) = GVAR(newStrength) * STRENGHTODEAFNESS min MAXDEAFNESS;
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};
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GVAR(newStrength) = 0;
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// Recover rate is slower if deafness is severe
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_recoverRate = 0.01;
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if (GVAR(currentDeafness) > 0.7) then {
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_recoverRate = 0.005;
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if (GVAR(currentDeafness) > 0.9) then {
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_recoverRate = 0.002;
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};
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};
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// Deafness recovers with time
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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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_volume = (1 - GVAR(currentDeafness) max 0)^2 max 0.04;
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// Earplugs reduce hearing 50%
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if ([ACE_player] call FUNC(hasEarPlugsIn)) then {
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_volume = _volume min 0.5;
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};
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// Reduce volume if player is unconscious
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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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};
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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 fadeSpeech _volume;
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ACE_player setVariable ["tf_globalVolume", _volume];
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ACE_player setVariable ["acre_sys_core_globalVolume", _volume];
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};
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//hintSilent format ["GVAR(currentDeafness), _Volume = %1, %2", GVAR(currentDeafness), _volume];
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