#include "..\script_component.hpp" /* * Author: commy2 and esteldunedain and Ruthberg * Updates and applies the current deafness. Called every 1 sec from a PFEH. * * Arguments: * 0: Args * - 0: Just update volume (skip ringing/recovery) (default: false) * * Return Value: * None * * Example: * [] call ace_hearing_fnc_updateVolume * * Public: No */ if (!alive ACE_player) exitWith { if (missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false]) exitWith {}; TRACE_1("dead - removing hearing effects",ACE_player); [QUOTE(ADDON), 1, true] call EFUNC(common,setHearingCapability); }; (_this select 0) params [["_justUpdateVolume", false]]; GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0; GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0.05; TRACE_3("",GVAR(volume),GVAR(deafnessDV),GVAR(deafnessDV) - GVAR(deafnessPrior)); if (!_justUpdateVolume) then { // Ring if we got a big increase in the last second or enough accumulated damage if (GVAR(deafnessDV) - GVAR(deafnessPrior) > 1 || GVAR(deafnessDV) > 10) then { if (CBA_missionTime - GVAR(time3) < 3) exitWith {}; GVAR(time3) = CBA_missionTime; if (!isGameFocused) exitWith {}; if (GVAR(deafnessDV) > 19.75) then { playSound (["ACE_Combat_Deafness_Heavy", "ACE_Combat_Deafness_Heavy_NoRing"] select GVAR(DisableEarRinging)); } else { playSound (["ACE_Combat_Deafness_Medium", "ACE_Combat_Deafness_Medium_NoRing"] select GVAR(DisableEarRinging)); }; }; GVAR(deafnessPrior) = GVAR(deafnessDV); // 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]) exitWith {}; private _volume = GVAR(volume); // Earplugs and headgear can attenuate hearing _volume = _volume min GVAR(volumeAttenuation); // Reduce volume if player is unconscious if (ACE_player getVariable ["ACE_isUnconscious", false]) then { _volume = _volume min GVAR(UnconsciousnessVolume); }; [QUOTE(ADDON), _volume, true] call EFUNC(common,setHearingCapability);