Ported the ACE2 ear ringing logic

This commit is contained in:
ulteq 2015-06-13 17:16:18 +02:00
parent 86d7143890
commit 833634f010
12 changed files with 108 additions and 51 deletions

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@ -11,4 +11,12 @@ class CfgSounds {
sound[] = {QUOTE(PATHTOF(sounds\ACE_earringing_heavy.wav)),8,1.7};
titles[] = {};
};
class ACE_Combat_Deafness {
sound[] = {QUOTE(PATHTOF(sounds\deafness.ogg)),2,1};
titles[] = {};
};
class ACE_Ring_Backblast {
sound[] = {QUOTE(PATHTOF(sounds\backblast_ring.ogg)),1,1};
titles[] = {};
};
};

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@ -6,6 +6,13 @@ GVAR(currentDeafness) = 0;
GVAR(newStrength) = 0;
GVAR(playerVehAttenuation) = 1;
GVAR(beep) = false;
GVAR(beep2) = false;
GVAR(time2) = 0;
GVAR(time3) = 0;
GVAR(time4) = 0;
GVAR(earRingingPFH) = -1;
// Spawn volume updating process
[FUNC(updateVolume), 0.1, [] ] call CBA_fnc_addPerFrameHandler;
@ -15,6 +22,13 @@ GVAR(playerVehAttenuation) = 1;
//Reset deafness on respawn (or remote control player switch)
["playerChanged", {
ACE_player setVariable [QGVAR(dv), 0];
ACE_player setVariable [QGVAR(prior), 0];
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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@ -6,7 +6,7 @@ class CfgPatches {
weapons[] = {"ACE_EarPlugs"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interaction"};
author[] = {"KoffeinFlummi", "esteldunedain", "HopeJ", "commy2"};
author[] = {"KoffeinFlummi", "esteldunedain", "HopeJ", "commy2", "Rocko", "Rommel", "Ruthberg"};
authorUrl = "https://github.com/KoffeinFlummi/";
VERSION_CONFIG;
};

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@ -1,56 +1,93 @@
/*
* Author: KoffeinFlummi, commy2
* Creates ear ringing effect with set strength.
* Author: KoffeinFlummi, commy2, Rocko, Rommel, Ruthberg
* Ear ringing PFH
*
* Arguments:
* 0: Unit (player) <OBJECT>
* 0: unit <OBJECT>
* 1: strength of ear ringing (Number between 0 and 1) <NUMBER>
*
* Return Value:
* None
*
* Example:
* [clientExplosionEvent] call ace_hearing_fnc_earRinging
* [_unit, _strength] call ace_hearing_fnc_earRinging
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_strength"];
if (GVAR(DisableEarRinging)) exitWith {};
_unit = _this select 0;
_strength = _this select 1;
PARAMS_2(_unit,_strength);
if (isNull _unit) exitWith {};
if (_strength < 0.05) exitWith {};
if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
_strength = _strength / 4;
};
GVAR(newStrength) = GVAR(newStrength) max _strength;
_unit setVariable [QGVAR(dv), (_unit getVariable [QGVAR(dv), 0]) + _strength];
if (missionNamespace getVariable [QGVAR(isEarRingingPlaying), false]) exitWith {};
if (GVAR(earRingingPFH) != -1) exitWith {};
if (GVAR(DisableEarRinging)) exitWith {};
if (_strength > 0.75) exitWith {
playSound "ACE_EarRinging_Heavy";
GVAR(isEarRingingPlaying) = true;
[
{GVAR(isEarRingingPlaying) = false;}, [], 7.0, 0.25
] call EFUNC(common,waitAndExecute);
GVAR(earRingingPFH) = [{
EXPLODE_1_PVT(_this select 0,_unit);
private ["_prior"];
_prior = (_unit getvariable [QGVAR(dv), 0]) min 20;
hintSilent Str(_prior);
if (!alive _unit || _prior <= 0) 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 (_strength > 0.5) exitWith {
playSound "ACE_EarRinging_Medium";
GVAR(isEarRingingPlaying) = true;
[
{GVAR(isEarRingingPlaying) = false;}, [], 5.0, 0.25
] call EFUNC(common,waitAndExecute);
if (((_unit getvariable [QGVAR(dv), 0]) - (_unit getvariable [QGVAR(prior), 0])) > 2) then {
if (ACE_time > GVAR(time3)) then {
GVAR(beep2) = false;
};
if (_strength > 0.2) exitWith {
playSound "ACE_EarRinging_Weak";
GVAR(isEarRingingPlaying) = true;
GVAR(isEarRingingPlaying) = true;
[
{GVAR(isEarRingingPlaying) = false;}, [], 3.0, 0.25
] call EFUNC(common,waitAndExecute);
if (!GVAR(beep2)) then {
systemChat format["Deafness %1", ((_unit getvariable [QGVAR(dv), 0]) - (_unit getvariable [QGVAR(prior), 0]))];
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;

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@ -1,5 +1,5 @@
/*
* Author: KoffeinFlummi, commy2
* Author: KoffeinFlummi, commy2, Ruthberg
* Handles deafness due to explosions going off near the player.
*
* Arguments:
@ -16,12 +16,10 @@
*/
#include "script_component.hpp"
private ["_unit", "_damage", "_strength"];
PARAMS_2(_unit,_damage);
_unit = _this select 0;
_damage = _this select 1;
_strength = (_damage * 2) min 1;
private ["_strength"];
_strength = 0 max _damage;
if (_strength < 0.01) exitWith {};
[{_this call FUNC(earRinging)}, [_unit, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);

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@ -47,9 +47,11 @@ if (_silencer != "") then {
_audibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire");
};
_audibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFire");
_loudness = _audibleFireCoef * _audibleFire / 64;
_magazine = (getArray(configFile >> "CfgWeapons" >> _weapon >> "magazines")) select 0;
_initSpeed = getNumber(configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
_caliber = getNumber(configFile >> "CfgAmmo" >> _ammo >> "ACE_caliber");
if (_caliber <= 0) then { _caliber = 6.5; };
_loudness = (_caliber ^ 1.25 / 10) * (_initspeed / 1000) * _audibleFireCoef / 5;
_strength = _vehAttenuation * (_loudness - (_loudness / 50 * _distance)); // linear drop off
if (_strength < 0.01) exitWith {};

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@ -1,5 +1,5 @@
/*
* Author: commy2 and esteldunedain
* Author: commy2 and esteldunedain and Ruthberg
* Updates and applys the current deafness. Called every 0.1 sec from a PFEH.
*
* Arguments:
@ -15,19 +15,17 @@
*/
#include "script_component.hpp"
#define STRENGHTODEAFNESS 3
#define MAXDEAFNESS 1.1
private ["_recoverRate", "_volume"];
// Exit if combat deafness is disabled
if !(GVAR(enableCombatDeafness)) exitWith {};
// Check if new noises increase deafness
if (GVAR(newStrength) * STRENGHTODEAFNESS > GVAR(currentDeafness)) then {
GVAR(currentDeafness) = GVAR(newStrength) * STRENGHTODEAFNESS min MAXDEAFNESS;
GVAR(newStrength) = (((ACE_player getvariable [QGVAR(dv), 0]) min 20) / 20) ^ 2;
systemChat Str(GVAR(newStrength));
if (GVAR(newStrength) > GVAR(currentDeafness)) then {
GVAR(currentDeafness) = GVAR(newStrength);
};
GVAR(newStrength) = 0;
// Recover rate is slower if deafness is severe
_recoverRate = 0.01;

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