#include "script_component.hpp" if (!hasInterface) exitWith {}; GVAR(cacheAmmoLoudness) = createLocation ["ACE_HashLocation", [-10000,-10000,-10000], 0, 0]; GVAR(cacheAmmoLoudness) setText QGVAR(cacheAmmoLoudness); GVAR(deafnessDV) = 0; GVAR(deafnessPrior) = 0; GVAR(volume) = 1; GVAR(playerVehAttenuation) = 1; GVAR(time3) = 0; ["SettingsInitialized", { TRACE_1("settingInit",GVAR(EnableCombatDeafness)); // Only run if combat deafness is enabled if (!GVAR(EnableCombatDeafness)) exitWith {}; // 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(time3) = 0; }] call EFUNC(common,addEventhandler);