#include "..\script_component.hpp" /* * Author: commy2 * Called on unit initialization. Adds earplugs if the unit is equipped with either a really loud primary weapon or a rocket launcher. * * Arguments: * 0: A Soldier * * Return Value: * None * * Example: * [guy] call ace_hearing_fnc_addEarPlugs * * Public: No */ params ["_unit"]; TRACE_2("params",_unit,typeOf _unit); // only run this after the settings are initialized if !(EGVAR(common,settingsInitFinished)) exitWith { EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(addEarPlugs), _this]; }; // Exit if hearing is disabled OR autoAdd is disabled OR soldier has earplugs already in (persistence scenarios) if (!GVAR(enableCombatDeafness) || {!GVAR(autoAddEarplugsToUnits)} || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {}; // add earplugs if the soldier has a rocket launcher if ((secondaryWeapon _unit) != "") exitWith { TRACE_1("has launcher - adding",_unit); _unit addItem "ACE_EarPlugs"; }; // otherwise add earplugs if the soldier has a big rifle if ((primaryWeapon _unit) == "") exitWith {}; (primaryWeaponMagazine _unit) params [["_magazine", ""]]; if (_magazine == "") exitWith {}; private _initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed"); private _ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo"); private _count = getNumber (configFile >> "CfgMagazines" >> _magazine >> "count"); private _caliber = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_caliber"); _caliber = call { if (_ammo isKindOf ["ShellBase", (configFile >> "CfgAmmo")]) exitWith { 80 }; if (_ammo isKindOf ["RocketBase", (configFile >> "CfgAmmo")]) exitWith { 200 }; if (_ammo isKindOf ["MissileBase", (configFile >> "CfgAmmo")]) exitWith { 600 }; if (_ammo isKindOf ["SubmunitionBase", (configFile >> "CfgAmmo")]) exitWith { 80 }; [_caliber, 6.5] select (_caliber <= 0); }; private _loudness = (_caliber ^ 1.25 / 10) * (_initspeed / 1000) / 5; //If unit has a machine gun boost effective loudness 50% if (_count >= 50) then {_loudness = _loudness * 1.5}; TRACE_2("primaryWeapon",_unit,_loudness); if (_loudness > 0.2) then { TRACE_1("loud gun - adding",_unit); _unit addItem "ACE_EarPlugs"; };