Hearing - player only event handlers (#4727)

This commit is contained in:
PabstMirror 2017-01-09 12:10:52 -06:00 committed by GitHub
parent bce0913019
commit 8752b03c12
4 changed files with 55 additions and 26 deletions

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@ -11,35 +11,69 @@ GVAR(playerVehAttenuation) = 1;
GVAR(time3) = 0;
GVAR(damageCoefficent) = 1;
GVAR(volumeAttenuation) = 1;
GVAR(lastPlayerVehicle) = objNull;
["ace_settingsInitialized", {
TRACE_1("settingInit",GVAR(EnableCombatDeafness));
// Only run PFEH and install event handlers if combat deafness is enabled
if (!GVAR(EnableCombatDeafness)) exitWith {};
//Add XEH:
["CAManBase", "FiredNear", FUNC(firedNear)] call CBA_fnc_addClassEventHandler;
["CAManBase", "Explosion", FUNC(explosionNear)] call CBA_fnc_addClassEventHandler;
// Update hearing protection now:
[] call FUNC(updateHearingProtection);
// Spawn volume updating process
[FUNC(updateVolume), 1, [false]] call CBA_fnc_addPerFrameHandler;
[LINKFUNC(updateVolume), 1, [false]] call CBA_fnc_addPerFrameHandler;
// Update veh attunation when player veh changes
["vehicle", FUNC(updatePlayerVehAttenuation)] call CBA_fnc_addPlayerEventHandler;
["turret", FUNC(updatePlayerVehAttenuation)] call CBA_fnc_addPlayerEventHandler;
["vehicle", {
params ["_player", "_vehicle"];
TRACE_2("vehicle change",_player,_vehicle);
_this call FUNC(updatePlayerVehAttenuation);
if (!isNull GVAR(lastPlayerVehicle)) then {
private _firedEH = GVAR(lastPlayerVehicle) getVariable [QGVAR(firedEH), -1];
GVAR(lastPlayerVehicle) removeEventHandler ["FiredNear", _firedEH];
GVAR(lastPlayerVehicle) setVariable [QGVAR(firedEH), nil];
GVAR(lastPlayerVehicle) = objNull;
TRACE_2("removed veh eh",_firedEH,GVAR(lastPlayerVehicle));
};
if ((!isNull _vehicle) && {_player != _vehicle}) then {
private _firedEH = _vehicle addEventHandler ["FiredNear", LINKFUNC(firedNear)];
_vehicle setVariable [QGVAR(firedEH), _firedEH];
GVAR(lastPlayerVehicle) = _vehicle;
TRACE_2("added veh eh",_firedEH,GVAR(lastPlayerVehicle));
};
}, true] call CBA_fnc_addPlayerEventHandler;
["turret", LINKFUNC(updatePlayerVehAttenuation), false] call CBA_fnc_addPlayerEventHandler;
// Reset deafness on respawn (or remote control player switch)
["unit", {
params ["_player", "_oldPlayer"];
TRACE_2("unit change",_player,_oldPlayer);
if (!isNull _oldPlayer) then {
private _firedEH = _oldPlayer getVariable [QGVAR(firedEH), -1];
_oldPlayer removeEventHandler ["FiredNear", _firedEH];
_oldPlayer setVariable [QGVAR(firedEH), nil];
private _explosionEH = _oldPlayer getVariable [QGVAR(explosionEH), -1];
_oldPlayer removeEventHandler ["Explosion", _explosionEH];
_oldPlayer setVariable [QGVAR(explosionEH), nil];
TRACE_3("removed unit eh",_oldPlayer,_firedEH,_explosionEH);
};
// Don't add a new EH if the unit respawned
if ((_player getVariable [QGVAR(firedEH), -1]) == -1) then {
private _firedEH = _player addEventHandler ["FiredNear", LINKFUNC(firedNear)];
_player setVariable [QGVAR(firedEH), _firedEH];
private _explosionEH = _player addEventHandler ["Explosion", LINKFUNC(explosionNear)];
_player setVariable [QGVAR(explosionEH), _explosionEH];
TRACE_3("added unit eh",_player,_firedEH,_explosionEH);
};
GVAR(deafnessDV) = 0;
GVAR(deafnessPrior) = 0;
ACE_player setVariable [QGVAR(deaf), false];
GVAR(time3) = 0;
[] call FUNC(updateHearingProtection);
}] call CBA_fnc_addPlayerEventHandler;
}, true] call CBA_fnc_addPlayerEventHandler;
// Update protection on possible helmet change
["loadout", FUNC(updateHearingProtection)] call CBA_fnc_addPlayerEventHandler;
["loadout", LINKFUNC(updateHearingProtection), false] call CBA_fnc_addPlayerEventHandler;
}] call CBA_fnc_addEventHandler;

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@ -18,8 +18,6 @@
params ["_unit", "_damage"];
if (_unit != ACE_player) exitWith {};
TRACE_2("explosion near player",_unit,_damage);
private ["_strength"];

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@ -24,8 +24,6 @@
params ["_object", "_firer", "_distance", "_weapon", "", "", "_ammo"];
//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 {};

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@ -15,20 +15,17 @@
*/
#include "script_component.hpp"
private ["_effectType", "_newAttenuation", "_turretConfig", "_turretPath", "_vehicle"];
_vehicle = vehicle ACE_player;
private _vehicle = vehicle ACE_player;
if (isNull _vehicle) exitWith {};
_newAttenuation = 1;
private _newAttenuation = 1;
if (ACE_player != _vehicle) then {
_effectType = "";
_turretPath = [ACE_player] call EFUNC(common,getTurretIndex);
_effectType = getText (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "attenuationEffectType");
private _turretPath = [ACE_player] call EFUNC(common,getTurretIndex);
private _effectType = getText (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "attenuationEffectType");
if (!(_turretPath isEqualTo [])) then {
_turretConfig = [(configFile >> "CfgVehicles" >> (typeOf _vehicle)), _turretPath] call EFUNC(common,getTurretConfigPath);
private _turretConfig = [(configFile >> "CfgVehicles" >> (typeOf _vehicle)), _turretPath] call EFUNC(common,getTurretConfigPath);
if ((getNumber (_turretConfig >> "disableSoundAttenuation")) == 1) then {
_effectType = "";
@ -41,8 +38,10 @@ if (ACE_player != _vehicle) then {
_newAttenuation = switch (true) do {
case (_effectType == ""): {1};
case (_effectType == "CarAttenuation"): {0.5};
case (_effectType == "RHS_CarAttenuation"): {0.5};
case (_effectType == "CarAttenuation");
case (_effectType == "RHS_CarAttenuation"): { // Increase protection for armored cars
private _armor = getNumber (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "HitPoints" >> "HitBody" >> "armor");
linearConversion [2, 8, _armor, 0.5, 0.3, true];};
case (_effectType == "OpenCarAttenuation"): {1};
case (_effectType == "TankAttenuation"): {0.1};
case (_effectType == "HeliAttenuation"): {0.3};