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8a67744cd4
* Added keybind put or take out earplugs * Update addons/hearing/XEH_postInit.sqf Don't need to register keybinds on machines that don't have interfaces. Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/hearing/initKeybinds.inc.sqf Removed default keybind, added new line at the end of the file and changed some code formatting, as well as some functions: Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/hearing/stringtable.xml Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> --------- Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
84 lines
3.6 KiB
Plaintext
84 lines
3.6 KiB
Plaintext
#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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#include "initKeybinds.inc.sqf"
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GVAR(cacheAmmoLoudness) = call CBA_fnc_createNamespace;
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GVAR(deafnessDV) = 0;
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GVAR(deafnessPrior) = 0;
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GVAR(volume) = 1;
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GVAR(playerVehAttenuation) = 1;
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GVAR(time3) = 0;
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GVAR(damageCoefficent) = 1;
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GVAR(volumeAttenuation) = 1;
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GVAR(lastPlayerVehicle) = objNull;
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["CBA_settingsInitialized", {
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TRACE_1("settingInit",GVAR(EnableCombatDeafness));
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// Only run PFEH and install event handlers if combat deafness is enabled
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if (!GVAR(EnableCombatDeafness)) exitWith {};
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// Spawn volume updating process
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[LINKFUNC(updateVolume), 1, [false]] call CBA_fnc_addPerFrameHandler;
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// Update veh attunation when player veh changes
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["vehicle", {
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params ["_player", "_vehicle"];
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TRACE_2("vehicle change",_player,_vehicle);
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_this call FUNC(updatePlayerVehAttenuation);
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if (!isNull GVAR(lastPlayerVehicle)) then {
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private _firedEH = GVAR(lastPlayerVehicle) getVariable [QGVAR(firedEH), -1];
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GVAR(lastPlayerVehicle) removeEventHandler ["FiredNear", _firedEH];
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GVAR(lastPlayerVehicle) setVariable [QGVAR(firedEH), nil];
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GVAR(lastPlayerVehicle) = objNull;
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TRACE_2("removed veh eh",_firedEH,GVAR(lastPlayerVehicle));
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};
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if ((!isNull _vehicle) && {_player != _vehicle}) then {
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private _firedEH = _vehicle addEventHandler ["FiredNear", {call FUNC(firedNear)}];
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_vehicle setVariable [QGVAR(firedEH), _firedEH];
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GVAR(lastPlayerVehicle) = _vehicle;
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TRACE_2("added veh eh",_firedEH,GVAR(lastPlayerVehicle));
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};
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}, true] call CBA_fnc_addPlayerEventHandler;
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["turret", LINKFUNC(updatePlayerVehAttenuation), false] call CBA_fnc_addPlayerEventHandler;
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// Reset deafness on respawn (or remote control player switch)
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["unit", {
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params ["_player", "_oldPlayer"];
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TRACE_2("unit change",_player,_oldPlayer);
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if (!isNull _oldPlayer) then {
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private _firedEH = _oldPlayer getVariable [QGVAR(firedEH), -1];
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_oldPlayer removeEventHandler ["FiredNear", _firedEH];
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_oldPlayer setVariable [QGVAR(firedEH), nil];
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private _explosionEH = _oldPlayer getVariable [QGVAR(explosionEH), -1];
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_oldPlayer removeEventHandler ["Explosion", _explosionEH];
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_oldPlayer setVariable [QGVAR(explosionEH), nil];
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TRACE_3("removed unit eh",_oldPlayer,_firedEH,_explosionEH);
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};
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// Don't add a new EH if the unit respawned
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if ((_player getVariable [QGVAR(firedEH), -1]) == -1) then {
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if ((getNumber (configOf _player >> "isPlayableLogic")) == 1) exitWith {
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TRACE_1("skipping playable logic",typeOf _player); // VirtualMan_F (placeable logic zeus / spectator)
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};
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private _firedEH = _player addEventHandler ["FiredNear", {call FUNC(firedNear)}];
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_player setVariable [QGVAR(firedEH), _firedEH];
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private _explosionEH = _player addEventHandler ["Explosion", {call FUNC(explosionNear)}];
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_player setVariable [QGVAR(explosionEH), _explosionEH];
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TRACE_3("added unit eh",_player,_firedEH,_explosionEH);
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};
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GVAR(deafnessDV) = 0;
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GVAR(deafnessPrior) = 0;
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GVAR(time3) = 0;
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[] call FUNC(updateHearingProtection);
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}, true] call CBA_fnc_addPlayerEventHandler;
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// Update protection on possible helmet change
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["loadout", LINKFUNC(updateHearingProtection), false] call CBA_fnc_addPlayerEventHandler;
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}] call CBA_fnc_addEventHandler;
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