#include "script_component.hpp" if (!hasInterface) exitWith {}; GVAR(deafnessDV) = 0; GVAR(deafnessPrior) = 0; GVAR(volume) = 1; GVAR(playerVehAttenuation) = 1; GVAR(beep) = false; GVAR(beep2) = false; GVAR(time2) = 0; GVAR(time3) = 0; GVAR(time4) = 0; ["SettingsInitialized", { // Spawn volume updating process [FUNC(updateVolume), 1, [false] ] call CBA_fnc_addPerFrameHandler; }] call EFUNC(common,addEventHandler); //Update veh attunation when player veh changes ["playerVehicleChanged", {_this call FUNC(updatePlayerVehAttenuation);}] call EFUNC(common,addEventHandler); ["playerTurretChanged", {_this call FUNC(updatePlayerVehAttenuation);}] call EFUNC(common,addEventHandler); //Reset deafness on respawn (or remote control player switch) ["playerChanged", { GVAR(deafnessDV) = 0; GVAR(deafnessPrior) = 0; ACE_player setvariable [QGVAR(deaf), false]; GVAR(beep) = false; GVAR(beep2) = false; GVAR(time2) = 0; GVAR(time3) = 0; GVAR(time4) = 0; }] call EFUNC(common,addEventhandler);