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Hearing - Merge PFEH (ringing/volume)
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@ -2,8 +2,8 @@
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if (!hasInterface) exitWith {};
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GVAR(currentDeafness) = 0;
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GVAR(newStrength) = 0;
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GVAR(deafnessDV) = 0;
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GVAR(deafnessPrior) = 0;
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GVAR(playerVehAttenuation) = 1;
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GVAR(beep) = false;
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@ -11,10 +11,15 @@ GVAR(beep2) = false;
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GVAR(time2) = 0;
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GVAR(time3) = 0;
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GVAR(time4) = 0;
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GVAR(earRingingPFH) = -1;
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// Spawn volume updating process
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[FUNC(updateVolume), 0.1, [] ] call CBA_fnc_addPerFrameHandler;
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["SettingsInitialized", {
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//If not enabled, dont't add draw eventhandler or PFEH (for performance)
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if (!GVAR(enableCombatDeafness)) exitWith {};
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// Spawn volume updating process
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[FUNC(updateVolume), 1, [] ] call CBA_fnc_addPerFrameHandler;
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}] call EFUNC(common,addEventHandler);
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//Update veh attunation when player veh changes
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["playerVehicleChanged", {_this call FUNC(updatePlayerVehAttenuation);}] call EFUNC(common,addEventHandler);
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@ -22,14 +27,13 @@ GVAR(earRingingPFH) = -1;
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//Reset deafness on respawn (or remote control player switch)
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["playerChanged", {
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ACE_player setVariable [QGVAR(dv), 0];
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ACE_player setVariable [QGVAR(prior), 0];
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GVAR(deafnessDV) = 0;
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GVAR(deafnessPrior) = 0;
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ACE_player setvariable [QGVAR(deaf), false];
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GVAR(beep) = false;
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GVAR(beep2) = false;
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GVAR(time2) = 0;
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GVAR(time3) = 0;
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GVAR(time4) = 0;
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GVAR(currentDeafness) = 0;
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GVAR(newStrength) = 0;
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}] call EFUNC(common,addEventhandler);
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@ -20,7 +20,7 @@ if (GVAR(DisableEarRinging)) exitWith {};
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PARAMS_2(_unit,_strength);
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if (isNull _unit) exitWith {};
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if (_unit != ACE_player) exitWith {};
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if (_strength < 0.05) exitWith {};
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if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
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@ -36,66 +36,4 @@ if(headgear _unit != "") then {
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};
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};
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_unit setVariable [QGVAR(dv), (_unit getVariable [QGVAR(dv), 0]) + _strength];
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if (GVAR(earRingingPFH) != -1) exitWith {};
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GVAR(earRingingPFH) = [{
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EXPLODE_1_PVT(_this select 0,_unit);
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private ["_prior"];
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_prior = (_unit getvariable [QGVAR(dv), 0]) min 20;
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if (!alive _unit || _prior <= 0 || GVAR(DisableEarRinging)) exitWith {
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_unit setVariable [QGVAR(dv), 0];
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_unit setVariable [QGVAR(prior), 0];
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GVAR(beep) = false;
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GVAR(beep2) = false;
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GVAR(time2) = 0;
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GVAR(time3) = 0;
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GVAR(time4) = 0;
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GVAR(earRingingPFH) = -1;
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[_this select 1] call cba_fnc_removePerFrameHandler;
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};
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if (((_unit getvariable [QGVAR(dv), 0]) - (_unit getvariable [QGVAR(prior), 0])) > 2) then {
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if (ACE_time > GVAR(time3)) then {
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GVAR(beep2) = false;
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};
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if (!GVAR(beep2)) then {
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playSound "ACE_Combat_Deafness";
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GVAR(beep2) = true;
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GVAR(time3) = ACE_time + 5;
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};
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};
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_unit setvariable [QGVAR(prior), _prior];
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GVAR(volume) = (1 - (_prior / 20)) max 0;
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if (_prior > 19.75) then {
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_unit setvariable [QGVAR(deaf), true];
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} else {
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_unit setvariable [QGVAR(deaf), false];
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};
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if ((_unit getvariable [QGVAR(deaf), false]) && {ACE_time > GVAR(time4)}) then {
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playSound "ACE_Combat_Deafness";
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GVAR(beep2) = true;
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GVAR(time3) = ACE_time + 10;
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GVAR(time4) = ACE_time + 30;
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};
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// Hearing takes longer to return to normal after it hits rock bottom
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_unit setvariable [QGVAR(dv), _prior - (0.5 * (GVAR(volume) max 0.1))];
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if (_prior > 10) then {
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//check if the ringing is already being played
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if (ACE_time > GVAR(time2)) then {
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GVAR(beep) = false;
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};
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if (!GVAR(beep)) then {
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playSound "ACE_Ring_Backblast";
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GVAR(time2) = ACE_time + 22;
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GVAR(beep) = true;
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};
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};
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}, 1, [_unit]] call CBA_fnc_addPerFrameHandler;
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GVAR(deafnessDV) = GVAR(deafnessDV) + _strength;
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@ -16,6 +16,9 @@
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*/
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#include "script_component.hpp"
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//Only run if combatDeafness enabled:
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if (!GVAR(enableCombatDeafness)) exitWith {};
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PARAMS_2(_unit,_damage);
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private ["_strength"];
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@ -21,17 +21,18 @@
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*/
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#include "script_component.hpp"
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private ["_silencer", "_audibleFireCoef", "_loudness", "_strength", "_vehAttenuation", "_magazine", "_muzzles", "_weaponMagazines", "_muzzleMagazines", "_ammoType", "_initSpeed", "_ammoConfig", "_caliber", "_parentClasses"];
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//Only run if combatDeafness enabled:
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if (!GVAR(enableCombatDeafness)) exitWith {};
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PARAMS_7(_object,_firer,_distance,_weapon,_muzzle,_mode,_ammo);
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//Only run if combatDeafness enabled:
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if (!GVAR(enableCombatDeafness)) exitWith {};
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//Only run if firedNear object is player or player's vehicle:
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if ((ACE_player != _object) && {(vehicle ACE_player) != _object}) exitWith {};
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if (_weapon in ["Throw", "Put"]) exitWith {};
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if (_distance > 50) exitWith {};
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private ["_silencer", "_audibleFireCoef", "_loudness", "_strength", "_vehAttenuation", "_magazine", "_muzzles", "_weaponMagazines", "_muzzleMagazines", "_ammoType", "_initSpeed", "_ammoConfig", "_caliber", "_parentClasses"];
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_vehAttenuation = if ((ACE_player == (vehicle ACE_player)) || {isTurnedOut ACE_player}) then {1} else {GVAR(playerVehAttenuation)};
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_distance = 1 max _distance;
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@ -15,31 +15,53 @@
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*/
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#include "script_component.hpp"
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private ["_recoverRate", "_volume"];
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GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
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// Exit if combat deafness is disabled
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if !(GVAR(enableCombatDeafness)) exitWith {};
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// Check if new noises increase deafness
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GVAR(newStrength) = (((ACE_player getvariable [QGVAR(dv), 0]) min 20) / 20) ^ 2;
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if (GVAR(newStrength) > GVAR(currentDeafness)) then {
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GVAR(currentDeafness) = GVAR(newStrength);
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};
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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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//If we got a big increase in the last second:
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if ((GVAR(deafnessDV) - GVAR(deafnessPrior)) > 2) then {
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if (ACE_time > GVAR(time3)) then {
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GVAR(beep2) = false;
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};
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if (!GVAR(beep2)) then {
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playSound "ACE_Combat_Deafness";
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GVAR(beep2) = true;
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GVAR(time3) = ACE_time + 5;
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};
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};
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// Deafness recovers with ACE_time
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GVAR(currentDeafness) = GVAR(currentDeafness) - _recoverRate max 0;
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GVAR(deafnessPrior) = GVAR(deafnessDV);
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GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) 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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if (GVAR(deafnessDV) > 19.75) then {
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ACE_player setvariable [QGVAR(deaf), true];
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if (ACE_time > GVAR(time4)) then {
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playSound "ACE_Combat_Deafness";
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GVAR(beep2) = true;
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GVAR(time3) = ACE_time + 10;
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GVAR(time4) = ACE_time + 30;
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};
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} else {
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ACE_player setvariable [QGVAR(deaf), false];
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};
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if (GVAR(deafnessDV) > 10) then {
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//check if the ringing is already being played
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if (ACE_time > GVAR(time2)) then {
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GVAR(beep) = false;
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};
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if (!GVAR(beep)) then {
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playSound "ACE_Ring_Backblast";
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GVAR(time2) = ACE_time + 22;
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GVAR(beep) = true;
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};
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};
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// Hearing takes longer to return to normal after it hits rock bottom
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GVAR(deafnessDV) = (GVAR(deafnessDV) - (0.5 * (GVAR(volume) max 0.1))) max 0;
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systemChat format ["%1 - %2/%3", time, GVAR(deafnessDV), GVAR(volume)];
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_volume = GVAR(volume);
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// Earplugs reduce hearing 50%
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if ([ACE_player] call FUNC(hasEarPlugsIn)) then {
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@ -61,8 +83,8 @@ if (ACE_player getVariable ["ACE_isUnconscious", false]) then {
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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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1 fadeSound _volume;
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1 fadeSpeech _volume;
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ACE_player setVariable ["tf_globalVolume", _volume];
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if (!isNil "acre_api_fnc_setGlobalVolume") then {[_volume^(0.33)] call acre_api_fnc_setGlobalVolume;};
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};
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