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102 lines
4.0 KiB
Plaintext
102 lines
4.0 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 (not used) <STRING>
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* 5: mode - Current mode of the fired weapon (not used) <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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* [player, player, 10, "arifle_MX_ACO_pointer_F", "arifle_MX_ACO_pointer_F", "single", "B_65x39_Caseless"] 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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// Only run if combat deafness is enabled
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if (!GVAR(EnableCombatDeafness)) exitWith {};
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params ["_object", "_firer", "_distance", "_weapon", "", "", "_ammo"];
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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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if (_distance > 50) exitWith {};
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private _vehAttenuation = if ((ACE_player == (vehicle ACE_player)) || {isTurnedOut ACE_player}) then {1} else {GVAR(playerVehAttenuation)};
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private _distance = 1 max _distance;
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private _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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private _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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private _loudness = GVAR(cacheAmmoLoudness) getVariable (format ["%1%2",_weapon,_ammo]);
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if (isNil "_loudness") then {
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private _muzzles = getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles");
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private _weaponMagazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines");
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{
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if (_x != "this") then {
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private _muzzleMagazines = getArray (configFile >> "CfgWeapons" >> _weapon >> _x >> "magazines");
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_weaponMagazines append _muzzleMagazines;
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};
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} count _muzzles;
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{
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_ammoType = getText(configFile >> "CfgMagazines" >> _x >> "ammo");
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_weaponMagazines set [_forEachIndex, [_x, _ammoType]];
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} forEach _weaponMagazines;
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private _magazine = "";
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{
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_x params ["_magazineType", "_ammoType"];
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if (_ammoType == _ammo) exitWith {
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_magazine = _magazineType;
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};
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} count _weaponMagazines;
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if (_magazine == "") then {
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_loudness = 0;
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TRACE_2("No mag for Weapon/Ammo??",_weapon,_ammo);
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} else {
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private _initSpeed = getNumber(configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
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private _caliber = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_caliber");
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_caliber = call {
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if (_ammo isKindOf ["ShellBase", (configFile >> "CfgAmmo")]) exitWith { 80 };
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if (_ammo isKindOf ["RocketBase", (configFile >> "CfgAmmo")]) exitWith { 200 };
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if (_ammo isKindOf ["MissileBase", (configFile >> "CfgAmmo")]) exitWith { 600 };
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if (_ammo isKindOf ["SubmunitionBase", (configFile >> "CfgAmmo")]) exitWith { 80 };
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if (_caliber <= 0) then { 6.5 } else { _caliber };
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};
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_loudness = (_caliber ^ 1.25 / 10) * (_initspeed / 1000) / 5;
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TRACE_6("building cache",_weapon,_ammo,_magazine,_initSpeed,_caliber,_loudness);
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};
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GVAR(cacheAmmoLoudness) setVariable [(format ["%1%2",_weapon,_ammo]), _loudness];
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};
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_loudness = _loudness * _audibleFireCoef;
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private _strength = _vehAttenuation * (_loudness - (_loudness / 50 * _distance)); // linear drop off
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TRACE_1("result",_strength);
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if (_strength < 0.01) exitWith {};
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// Call inmediately, as it will get pick up later anyway by the update thread
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[ACE_player, _strength] call FUNC(earRinging);
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