ACE3/addons/hearing/functions/fnc_updateVolume.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: commy2 and esteldunedain and Ruthberg
* Updates and applies the current deafness. Called every 1 sec from a PFEH.
*
* Arguments:
* 0: Args <ARRAY>
* - 0: Just update volume (skip ringing/recovery) <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* [] call ace_hearing_fnc_updateVolume
*
* Public: No
*/
if (!alive ACE_player) exitWith {
if (missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false]) exitWith {};
TRACE_1("dead - removing hearing effects",ACE_player);
[QUOTE(ADDON), 1, true] call EFUNC(common,setHearingCapability);
};
(_this select 0) params [["_justUpdateVolume", false]];
GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0.05;
TRACE_3("",GVAR(volume),GVAR(deafnessDV),GVAR(deafnessDV) - GVAR(deafnessPrior));
if (!_justUpdateVolume) then {
// Ring if we got a big increase in the last second or enough accumulated damage
if (GVAR(deafnessDV) - GVAR(deafnessPrior) > 1 ||
GVAR(deafnessDV) > 10) then {
if (CBA_missionTime - GVAR(time3) < 3) exitWith {};
GVAR(time3) = CBA_missionTime;
if (!isGameFocused) exitWith {};
if (GVAR(deafnessDV) > 19.75) then {
playSound (["ACE_Combat_Deafness_Heavy", "ACE_Combat_Deafness_Heavy_NoRing"] select GVAR(DisableEarRinging));
} else {
playSound (["ACE_Combat_Deafness_Medium", "ACE_Combat_Deafness_Medium_NoRing"] select GVAR(DisableEarRinging));
};
};
GVAR(deafnessPrior) = GVAR(deafnessDV);
// Hearing takes longer to return to normal after it hits rock bottom
GVAR(deafnessDV) = (GVAR(deafnessDV) - (0.5 * (GVAR(volume) max 0.1))) max 0;
};
if (missionNameSpace getVariable [QGVAR(disableVolumeUpdate), false]) exitWith {};
private _volume = GVAR(volume);
// Earplugs and headgear can attenuate hearing
_volume = _volume min GVAR(volumeAttenuation);
// Reduce volume if player is unconscious
if (ACE_player getVariable ["ACE_isUnconscious", false]) then {
_volume = _volume min GVAR(UnconsciousnessVolume);
};
[QUOTE(ADDON), _volume, true] call EFUNC(common,setHearingCapability);