#include "script_component.hpp" if (!hasInterface) exitWith {}; GVAR(currentDeafness) = 0; GVAR(newStrength) = 0; GVAR(playerVehAttenuation) = 1; GVAR(beep) = false; GVAR(beep2) = false; GVAR(time2) = 0; GVAR(time3) = 0; GVAR(time4) = 0; GVAR(earRingingPFH) = -1; // Spawn volume updating process [FUNC(updateVolume), 0.1, [] ] call CBA_fnc_addPerFrameHandler; //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", { ACE_player setVariable [QGVAR(dv), 0]; ACE_player setVariable [QGVAR(prior), 0]; ACE_player setvariable [QGVAR(deaf), false]; GVAR(beep) = false; GVAR(beep2) = false; GVAR(time2) = 0; GVAR(time3) = 0; GVAR(time4) = 0; GVAR(currentDeafness) = 0; GVAR(newStrength) = 0; }] call EFUNC(common,addEventhandler);