/* * Author: KoffeinFlummi, commy2, Ruthberg * Handles deafness due to explosions going off near the player. * * Arguments: * 0: vehicle - Object the event handler is assigned to (player) * 1: damage - Damage inflicted to the object * * Return Value: * None * * Example: * [clientExplosionEvent] call ace_hearing_fnc_explosionNear * * Public: No */ #include "script_component.hpp" // Only run if combat deafness is enabled if (!GVAR(EnableCombatDeafness)) exitWith {}; params ["_unit", "_damage"]; if (_unit != ACE_player) exitWith {}; TRACE_2("explosion near player",_unit,_damage); private ["_strength"]; _strength = (0 max _damage) * 30; if (_strength < 0.01) exitWith {}; // Call inmediately, as it will get pick up later anyway by the update thread [_strength] call FUNC(earRinging);