/* * Author: KoffeinFlummi, commy2 * Handles deafness due to large-caliber weapons going off near the player. * * Arguments: * 0: Unit - Object the event handler is assigned to * 1: Firer: Object - Object which fires a weapon near the unit * 2: Distance - Distance in meters between the unit and firer * 3: weapon - Fired weapon * 4: muzzle - Muzzle that was used * 5: mod - Current mode of the fired weapon * 6: ammo - Ammo used * * Return Value: * None * * Example: * [clientFiredNearEvent] call ace_hearing_fnc_firedNear * * Public: No */ #include "script_component.hpp" private ["_silencer", "_audibleFireCoef", "_audibleFire", "_loudness", "_strength", "_vehAttenuation"]; PARAMS_7(_object,_firer,_distance,_weapon,_muzzle,_mode,_ammo); //Only run if combatDeafness enabled: if (!GVAR(enableCombatDeafness)) exitWith {}; //Only run if firedNear object is player or player's vehicle: if ((ACE_player != _object) && {(vehicle ACE_player) != _object}) exitWith {}; if (_weapon in ["Throw", "Put"]) exitWith {}; _vehAttenuation = if ((ACE_player == (vehicle ACE_player)) || {isTurnedOut ACE_player}) then {1} else {GVAR(playerVehAttenuation)}; if (_distance < 1) then {_distance = 1;}; _silencer = switch (_weapon) do { case (primaryWeapon _firer) : {(primaryWeaponItems _firer) select 0}; case (secondaryWeapon _firer) : {(secondaryWeaponItems _firer) select 0}; case (handgunWeapon _firer) : {(handgunItems _firer) select 0}; default {""}; }; _audibleFireCoef = 1; if (_silencer != "") then { _audibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire"); }; _audibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFire"); _loudness = _audibleFireCoef * _audibleFire / 64; _strength = _vehAttenuation * (_loudness - (_loudness/50 * _distance)); // linear drop off if (_strength < 0.01) exitWith {}; [{_this call FUNC(earRinging)}, [ACE_player, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);