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57 lines
1.4 KiB
Plaintext
57 lines
1.4 KiB
Plaintext
/*
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* Author: KoffeinFlummi, commy2
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* Creates ear ringing effect with set strength.
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*
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* Arguments:
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* 0: Unit (player) <OBJECT>
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* 1: strength of ear ringing (Number between 0 and 1) <NUMBER>
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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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* [clientExplosionEvent] call ace_hearing_fnc_earRinging
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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 ["_unit", "_strength"];
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_unit = _this select 0;
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_strength = _this select 1;
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if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
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_strength = _strength / 4;
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};
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GVAR(newStrength) = GVAR(newStrength) max _strength;
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if (missionNamespace getVariable [QGVAR(isEarRingingPlaying), false]) exitWith {};
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if (GVAR(DisableEarRinging)) exitWith {};
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if (_strength > 0.75) exitWith {
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playSound "ACE_EarRinging_Heavy";
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GVAR(isEarRingingPlaying) = true;
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[
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{GVAR(isEarRingingPlaying) = false;}, [], 7.0, 0.25
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] call EFUNC(common,waitAndExecute);
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};
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if (_strength > 0.5) exitWith {
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playSound "ACE_EarRinging_Medium";
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GVAR(isEarRingingPlaying) = true;
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[
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{GVAR(isEarRingingPlaying) = false;}, [], 5.0, 0.25
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] call EFUNC(common,waitAndExecute);
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};
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if (_strength > 0.2) exitWith {
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playSound "ACE_EarRinging_Weak";
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GVAR(isEarRingingPlaying) = true;
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GVAR(isEarRingingPlaying) = true;
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[
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{GVAR(isEarRingingPlaying) = false;}, [], 3.0, 0.25
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] call EFUNC(common,waitAndExecute);
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};
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