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Merge pull request #2834 from acemod/addEarPlugsLoudness
Hearing - Add earplugs based on loudness and give to MGs and fix respawn issues
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commit
86f7ee2ad2
@ -25,4 +25,10 @@ class ACE_Settings {
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displayName = CSTRING(enabledForZeusUnits_DisplayName);
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description = CSTRING(enabledForZeusUnits_Description);
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};
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class GVAR(autoAddEarplugsToUnits) {
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value = 1;
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typeName = "BOOL";
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displayName = CSTRING(autoAddEarplugsToUnits_DisplayName);
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description = CSTRING(autoAddEarplugsToUnits_Description);
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};
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};
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@ -13,7 +13,7 @@ class Extended_PostInit_EventHandlers {
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class Extended_Init_EventHandlers {
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class CAManBase {
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class GVAR(AddEarPlugs) {
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init = QUOTE( if (local (_this select 0)) then {_this call FUNC(addEarPlugs)}; );
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serverInit = QUOTE( _this call FUNC(addEarPlugs) );
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};
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};
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};
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@ -33,3 +33,11 @@ class Extended_Explosion_EventHandlers {
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};
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};
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};
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class Extended_Respawn_EventHandlers {
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class CAManBase {
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class ADDON {
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respawn = QUOTE(_this call FUNC(handleRespawn));
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};
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};
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};
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@ -137,6 +137,12 @@ class CfgVehicles {
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typeName = "BOOL";
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defaultValue = 1;
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};
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class autoAddEarplugsToUnits {
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displayName = CSTRING(autoAddEarplugsToUnits_DisplayName);
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description = CSTRING(autoAddEarplugsToUnits_Description);
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typeName = "BOOL";
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defaultValue = 1;
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};
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};
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class ModuleDescription {
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description = CSTRING(Module_Description);
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@ -6,6 +6,7 @@ PREP(addEarPlugs);
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PREP(earRinging);
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PREP(explosionNear);
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PREP(firedNear);
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PREP(handleRespawn);
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PREP(hasEarPlugsIn);
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PREP(moduleHearing);
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PREP(putInEarPlugs);
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@ -14,29 +14,50 @@
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit"];
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TRACE_2("params",_unit,typeOf _unit);
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// Exit if hearing is disabled or soldier has earplugs already in (persistence scenarios)
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if (!GVAR(enableCombatDeafness) || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};
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// only run this after the settings are initialized
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if !(EGVAR(common,settingsInitFinished)) exitWith {
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EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(addEarPlugs), _this];
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};
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private ["_launcher"];
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// Exit if hearing is disabled OR autoAdd is disabled OR soldier has earplugs already in (persistence scenarios)
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if (!GVAR(enableCombatDeafness) || {!GVAR(autoAddEarplugsToUnits)} || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};
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// add earplugs if the soldier has a rocket launcher
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_launcher = secondaryWeapon _unit;
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if (_launcher != "") exitWith {
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if ((secondaryWeapon _unit) != "") exitWith {
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TRACE_1("has launcher - adding",_unit);
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_unit addItem "ACE_EarPlugs";
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};
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// otherwise add earplugs if the soldier has a big rifle
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private ["_magazine", "_ammo"];
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if ((primaryWeapon _unit) == "") exitWith {};
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_magazine = primaryWeaponMagazine _unit select 0;
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(primaryWeaponMagazine _unit) params [["_magazine", ""]];
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if (_magazine == "") exitWith {};
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if (isNil "_magazine") exitWith {};
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private _initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
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private _ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
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private _count = getNumber (configFile >> "CfgMagazines" >> _magazine >> "count");
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_ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
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private _caliber = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_caliber");
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_caliber = call {
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if (_ammo isKindOf ["ShellBase", (configFile >> "CfgAmmo")]) exitWith { 80 };
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if (_ammo isKindOf ["RocketBase", (configFile >> "CfgAmmo")]) exitWith { 200 };
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if (_ammo isKindOf ["MissileBase", (configFile >> "CfgAmmo")]) exitWith { 600 };
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if (_ammo isKindOf ["SubmunitionBase", (configFile >> "CfgAmmo")]) exitWith { 80 };
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if (_caliber <= 0) then { 6.5 } else { _caliber };
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};
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private _loudness = (_caliber ^ 1.25 / 10) * (_initspeed / 1000) / 5;
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if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "audiblefire") > 8) then {
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//If unit has a machine gun boost effective loudness 50%
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if (_count >= 50) then {_loudness = _loudness * 1.5};
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TRACE_2("primaryWeapon",_unit,_loudness);
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if (_loudness > 0.2) then {
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TRACE_1("loud gun - adding",_unit);
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_unit addItem "ACE_EarPlugs";
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};
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35
addons/hearing/functions/fnc_handleRespawn.sqf
Normal file
35
addons/hearing/functions/fnc_handleRespawn.sqf
Normal file
@ -0,0 +1,35 @@
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/*
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* Author: PabstMirror
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* Reset earplugs on respawn, and then re-add if appropriate
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [player] call ACE_hearing_fnc_handleRespawn;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit"];
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TRACE_2("params",_unit,typeOf _unit);
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if (!local _unit) exitWith {}; //XEH should only be called on local units
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private _respawn = [0] call BIS_fnc_missionRespawnType;
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//if respawn is not Group or side:
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if (_respawn <= 3) then {
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//Remove earplugs if they have them:
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if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
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TRACE_1("had EarPlugs in - removing",_unit);
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_unit setVariable ["ACE_hasEarPlugsin", false, true];
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};
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};
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//Re-add if they need them:
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[_unit] call FUNC(addEarPlugs);
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@ -20,4 +20,5 @@ if ((_logic getVariable "DisableEarRinging") != -1) then {
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};
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[_logic, QGVAR(enabledForZeusUnits), "enabledForZeusUnits"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(autoAddEarplugsToUnits), "autoAddEarplugsToUnits"] call EFUNC(common,readSettingFromModule);
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ACE_LOGINFO("Hearing Module Initialized.");
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@ -165,5 +165,11 @@
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<Portuguese>Permite que unidades remotamente controladas pelo Zeus sejam atingidas por danos auditivos.</Portuguese>
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<Spanish>Permitir a las unidades por control remoto de zeus que puedan tener daños auditivos.</Spanish>
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</Key>
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<Key ID="STR_ACE_Hearing_autoAddEarplugsToUnits_DisplayName">
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<English>Add earplugs to units</English>
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</Key>
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<Key ID="STR_ACE_Hearing_autoAddEarplugsToUnits_Description">
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<English>Add the `ACE_EarPlugs` item to all units that have loud weapons. Can disable if using custom loadouts.</English>
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</Key>
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</Package>
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</Project>
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