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90 lines
3.4 KiB
Plaintext
90 lines
3.4 KiB
Plaintext
/*
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* Author: KoffeinFlummi, commy2
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* Handles deafness due to large-caliber weapons going off near the player.
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*
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* Arguments:
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* 0: Unit - Object the event handler is assigned to <OBJECT>
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* 1: Firer: Object - Object which fires a weapon near the unit <OBJECT>
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* 2: Distance - Distance in meters between the unit and firer <NUMBER>
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* 3: weapon - Fired weapon <STRING>
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* 4: muzzle - Muzzle that was used <STRING>
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* 5: mod - Current mode of the fired weapon <STRING>
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* 6: ammo - Ammo used <STRING>
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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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* [clientFiredNearEvent] call ace_hearing_fnc_firedNear
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_silencer", "_audibleFireCoef", "_loudness", "_strength", "_vehAttenuation", "_magazine", "_muzzles", "_weaponMagazines", "_muzzleMagazines", "_ammoType", "_initSpeed", "_ammoConfig", "_caliber", "_parentClasses"];
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PARAMS_7(_object,_firer,_distance,_weapon,_muzzle,_mode,_ammo);
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//Only run if combatDeafness enabled:
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if (!GVAR(enableCombatDeafness)) exitWith {};
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//Only run if firedNear object is player or player's vehicle:
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if ((ACE_player != _object) && {(vehicle ACE_player) != _object}) exitWith {};
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if (_weapon in ["Throw", "Put"]) exitWith {};
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_vehAttenuation = if ((ACE_player == (vehicle ACE_player)) || {isTurnedOut ACE_player}) then {1} else {GVAR(playerVehAttenuation)};
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if (_distance < 1) then {_distance = 1;};
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_silencer = switch (_weapon) do {
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case (primaryWeapon _firer) : {(primaryWeaponItems _firer) select 0};
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case (secondaryWeapon _firer) : {(secondaryWeaponItems _firer) select 0};
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case (handgunWeapon _firer) : {(handgunItems _firer) select 0};
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default {""};
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};
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_audibleFireCoef = 1;
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if (_silencer != "") then {
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_audibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "audibleFire");
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};
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_magazine = "";
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_muzzles = getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles");
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_weaponMagazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines");
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{
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if (_x != "this") then {
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_muzzleMagazines = getArray (configFile >> "CfgWeapons" >> _weapon >> _x >> "magazines");
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_weaponMagazines append _muzzleMagazines;
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};
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} forEach _muzzles;
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{
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_ammoType = getText(configFile >> "CfgMagazines" >> _x >> "ammo");
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if (_ammoType == _ammo) exitWith {
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_magazine = _x;
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};
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} forEach _weaponMagazines;
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if (_magazine == "") exitWith {};
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_initSpeed = getNumber(configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
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_ammoConfig = (configFile >> "CfgAmmo" >> _ammo);
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_parentClasses = [_ammoConfig, true] call BIS_fnc_returnParents;
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_caliber = getNumber(_ammoConfig >> "ACE_caliber");
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_caliber = switch (true) do {
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case ("ShellBase" in _parentClasses): { 80 };
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case ("RocketBase" in _parentClasses): { 200 };
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case ("MissileBase" in _parentClasses): { 600 };
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case ("SubmunitionBase" in _parentClasses): { 80 };
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default {
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if (_caliber <= 0) then { 6.5 } else { _caliber };
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};
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};
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_loudness = (_caliber ^ 1.25 / 10) * (_initspeed / 1000) * _audibleFireCoef / 5;
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_strength = _vehAttenuation * (_loudness - (_loudness / 50 * _distance)); // linear drop off
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//systemChat format["%1 : %2 : %3", _strength, _initSpeed, _parentClasses];
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//systemChat format["%1 : %2 : %3", _weapon, _magazine, _initSpeed];
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if (_strength < 0.01) exitWith {};
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[{_this call FUNC(earRinging)}, [ACE_player, _strength], 0.2, 0] call EFUNC(common,waitAndExecute);
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