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Conflicts: addons/hearing/functions/fnc_addEarPlugs.sqf
44 lines
1.1 KiB
Plaintext
44 lines
1.1 KiB
Plaintext
/*
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* Author: commy2
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* Called on unit initialization. Adds earplugs if the unit is equipped with either a really loud primary weapon or a rocket launcher.
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*
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* Arguments:
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* 0: A Soldier <Object>
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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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* [guy] call ace_hearing_fnc_addEarPlugs
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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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PARAMS_1(_unit);
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// Exit if hearing is disabled or soldier has earplugs already in (persistence scenarios)
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if (!GVAR(enableCombatDeafness) || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};
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private ["_launcher"];
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// add earplugs if the soldier has a rocket launcher
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_launcher = secondaryWeapon _unit;
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if (_launcher != "") exitWith {
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_unit addItem "ACE_EarPlugs";
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};
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// otherwise add earplugs if the soldier has a big rifle
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private ["_magazine", "_ammo"];
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_magazine = primaryWeaponMagazine _unit select 0;
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if (isNil "_magazine") exitWith {};
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_ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
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if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "audiblefire") > 8) then {
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_unit addItem "ACE_EarPlugs";
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};
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