/* * Author: commy2 and esteldunedain and Ruthberg * Updates and applys the current deafness. Called every 1 sec from a PFEH. * * Arguments: * 0: Args * -----0: Just update volume (skip ringing/recovery) * * Return Value: * None * * Example: * [] call ace_hearing_fnc_updateVolume * * Public: No */ #include "script_component.hpp" //Only run if deafness or ear ringing is enabled: if ((!GVAR(enableCombatDeafness)) && GVAR(DisableEarRinging)) exitWith {}; (_this select 0) params ["_justUpdateVolume"]; GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0; GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0; if (!_justUpdateVolume) then { //If we got a big increase in the last second: if ((GVAR(deafnessDV) - GVAR(deafnessPrior)) > 2) then { if (ACE_time > GVAR(time3)) then { GVAR(beep2) = false; }; if ((!GVAR(DisableEarRinging)) && {!GVAR(beep2)}) then { playSound "ACE_Combat_Deafness"; GVAR(beep2) = true; GVAR(time3) = ACE_time + 5; }; }; GVAR(deafnessPrior) = GVAR(deafnessDV); if (GVAR(deafnessDV) > 19.75) then { ACE_player setVariable [QGVAR(deaf), true]; if ((!GVAR(DisableEarRinging)) && {ACE_time > GVAR(time4)}) then { playSound "ACE_Combat_Deafness"; GVAR(beep2) = true; GVAR(time3) = ACE_time + 10; GVAR(time4) = ACE_time + 30; }; } else { ACE_player setVariable [QGVAR(deaf), false]; }; if (GVAR(deafnessDV) > 10) then { //check if the ringing is already being played if (ACE_time > GVAR(time2)) then { GVAR(beep) = false; }; if ((!GVAR(DisableEarRinging)) && {!GVAR(beep)}) then { playSound "ACE_Ring_Backblast"; GVAR(time2) = ACE_time + 22; GVAR(beep) = true; }; }; // Hearing takes longer to return to normal after it hits rock bottom GVAR(deafnessDV) = (GVAR(deafnessDV) - (0.5 * (GVAR(volume) max 0.1))) max 0; }; if ((missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false]) || {!GVAR(enableCombatDeafness)}) exitWith {}; private _volume = GVAR(volume); // Earplugs reduce hearing 50% if ([ACE_player] call FUNC(hasEarPlugsIn)) then { _volume = _volume min GVAR(EarplugsVolume); }; // Headgear can reduce hearing if(headgear ACE_player != "") then { private ["_lowerVolume"]; _lowerVolume = (getNumber (configFile >> "CfgWeapons" >> (headgear ACE_player) >> QGVAR(lowerVolume))) min 1; if(_lowerVolume > 0) then { _volume = _volume min (1 - _lowerVolume); }; }; // Reduce volume if player is unconscious if (ACE_player getVariable ["ACE_isUnconscious", false]) then { _volume = _volume min GVAR(UnconsciousnessVolume); }; private _soundTransitionTime = if (_justUpdateVolume) then {0.1} else {1}; _soundTransitionTime fadeSound _volume; _soundTransitionTime fadeSpeech _volume; ACE_player setVariable ["tf_globalVolume", _volume]; if (!isNil "acre_api_fnc_setGlobalVolume") then {[_volume^(0.33)] call acre_api_fnc_setGlobalVolume;};