mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
75e322e6ae
Do not automatically add earplugs to units if combat deafness is disabled.
43 lines
966 B
Plaintext
43 lines
966 B
Plaintext
/*
|
|
* Author: commy2
|
|
* Called on unit initialization. Adds earplugs if the unit is equipped with either a really loud primary weapon or a rocket launcher.
|
|
*
|
|
* Arguments:
|
|
* 0: A Soldier <Object>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [guy] call ace_hearing_fnc_addEarPlugs
|
|
*
|
|
* Public: No
|
|
*/
|
|
#include "script_component.hpp"
|
|
|
|
if (!GVAR(enableCombatDeafness)) exitWith {};
|
|
|
|
private ["_unit", "_launcher"];
|
|
|
|
_unit = _this select 0;
|
|
|
|
// add earplugs if the soldier has a rocket launcher
|
|
_launcher = secondaryWeapon _unit;
|
|
|
|
if (_launcher != "") exitWith {
|
|
_unit addItem "ACE_EarPlugs";
|
|
};
|
|
|
|
// otherwise add earplugs if the soldier has a big rifle
|
|
private ["_magazine", "_ammo"];
|
|
|
|
_magazine = primaryWeaponMagazine _unit select 0;
|
|
|
|
if (isNil "_magazine") exitWith {};
|
|
|
|
_ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
|
|
|
|
if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "audiblefire") > 8) then {
|
|
_unit addItem "ACE_EarPlugs";
|
|
};
|