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dc3753893f
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
77 lines
2.4 KiB
Plaintext
77 lines
2.4 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Called on unit initialization. Adds earplugs if the unit is equipped with either a really loud primary weapon or a rocket launcher.
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*
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* Arguments:
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* 0: Unit <Object>
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*
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* Return Value:
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* None
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*
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* Example:
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* [guy] call ace_hearing_fnc_addEarPlugs
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*
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* Public: No
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*/
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// Only run this after the settings are initialized
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if (!EGVAR(common,settingsInitFinished)) exitWith {
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EGVAR(common,runAtSettingsInitialized) pushBack [LINKFUNC(addEarPlugs), _this];
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};
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// Exit if hearing is disabled or if autoAdd is disabled
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if (!GVAR(enableCombatDeafness) || {GVAR(autoAddEarplugsToUnits) == 0}) exitWith {};
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params ["_unit"];
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TRACE_2("params",_unit,typeOf _unit);
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// Exit if the unit already has earplugs (in ears (persistence scenarios) or inventory)
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if (_unit call FUNC(hasEarPlugsIn) || {[_unit, "ACE_EarPlugs"] call EFUNC(common,hasItem)}) exitWith {};
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// Add earplugs if enabled for everyone or if the unit has a rocket launcher
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if (GVAR(autoAddEarplugsToUnits) == 2 || {(secondaryWeapon _unit) != ""}) exitWith {
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TRACE_1("has launcher - adding",_unit);
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_unit addItem "ACE_EarPlugs";
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};
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// Otherwise add earplugs if the unit has a big rifle
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private _weapon = primaryWeapon _unit;
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if (_weapon == "") exitWith {};
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if (isNil QGVAR(cacheMaxAmmoLoudness)) then {
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GVAR(cacheMaxAmmoLoudness) = createHashMap;
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};
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// Cache maximum loudness for future calls
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private _maxLoudness = GVAR(cacheMaxAmmoLoudness) getOrDefaultCall [_weapon, {
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// Get the weapon's compatible magazines, so that all magazines are cached
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// From all the loudness factors, take the max
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private _maxLoudness = selectMax ((compatibleMagazines _weapon) apply {_x call FUNC(getAmmoLoudness)});
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// ace_gunbag_fnc_isMachineGun
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private _config = _weapon call CBA_fnc_getItemConfig;
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// Definition of a machine gun by BIS_fnc_itemType
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private _cursor = getText (_config >> "cursor");
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if (toLowerANSI _cursor in ["", "emptycursor"]) then {
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_cursor = getText (_config >> "cursorAim");
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};
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// If unit has a machine gun boost effective loudness 50%
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if (_cursor == "MG") then {
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_maxLoudness = _maxLoudness * 1.5;
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};
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_maxLoudness
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}, true];
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TRACE_3("primaryWeapon",_unit,_weapon,_maxLoudness);
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if (_maxLoudness > 0.2) then {
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TRACE_1("loud gun - adding",_unit);
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_unit addItem "ACE_EarPlugs";
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};
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