ACE3/addons/hearing/functions/fnc_removeEarplugs.sqf
Dystopian 69c3d2bb65
Add Weapon Attachments interaction (#7706)
* Add Weapon Attachments interaction

* Apply recommended changes

* Format addPEH

Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>

* Remove toLower

* Update required CBA version

* Rename category to Accessories

* Change setting var name

* Add setting description

* Fix notification size

* Optimize with new commands

Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
2021-03-04 11:43:11 -06:00

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#include "script_component.hpp"
/*
* Author: Hope Johnson and commy2
* Takes out earplugs.
*
* Arguments:
* 0: Unit (player) <OBJECT>
* 1: Display hint <BOOL> (default false)
*
* Return Value:
* None
*
* Example:
* [ace_player, false] call ace_hearing_fnc_removeEarplugs
*
* Public: No
*/
params ["_player", ["_displayHint", false, [false]]];
if (!GVAR(EnableCombatDeafness)) exitWith {};
if !([_player, "ACE_EarPlugs"] call CBA_fnc_canAddItem) exitWith { // inventory full
[LELSTRING(common,Inventory_Full)] call EFUNC(common,displayTextStructured);
};
// Plugs already in and removing them.
_player addItem "ACE_EarPlugs";
_player setVariable ["ACE_hasEarPlugsIn", false, true];
if (_displayHint) then {
[localize LSTRING(EarPlugs_Are_Off)] call EFUNC(common,displayTextStructured);
};
//Force an immediate fast volume update:
[[true]] call FUNC(updateVolume);
[] call FUNC(updateHearingProtection);