ACE3/addons/hearing/XEH_postInit.sqf

46 lines
1.6 KiB
Plaintext

#include "script_component.hpp"
if (!hasInterface) exitWith {};
GVAR(cacheAmmoLoudness) = call CBA_fnc_createNamespace;
GVAR(deafnessDV) = 0;
GVAR(deafnessPrior) = 0;
GVAR(volume) = 1;
GVAR(playerVehAttenuation) = 1;
GVAR(time3) = 0;
GVAR(damageCoefficent) = 1;
GVAR(volumeAttenuation) = 1;
["ace_settingsInitialized", {
TRACE_1("settingInit",GVAR(EnableCombatDeafness));
// Only run PFEH and install event handlers if combat deafness is enabled
if (!GVAR(EnableCombatDeafness)) exitWith {};
//Add XEH:
["CAManBase", "FiredNear", FUNC(firedNear)] call CBA_fnc_addClassEventHandler;
["CAManBase", "Explosion", FUNC(explosionNear)] call CBA_fnc_addClassEventHandler;
// Update hearing protection now:
[] call FUNC(updateHearingProtection);
// Spawn volume updating process
[FUNC(updateVolume), 1, [false]] call CBA_fnc_addPerFrameHandler;
// Update veh attunation when player veh changes
["vehicle", FUNC(updatePlayerVehAttenuation)] call CBA_fnc_addPlayerEventHandler;
["turret", FUNC(updatePlayerVehAttenuation)] call CBA_fnc_addPlayerEventHandler;
// Reset deafness on respawn (or remote control player switch)
["unit", {
GVAR(deafnessDV) = 0;
GVAR(deafnessPrior) = 0;
ACE_player setVariable [QGVAR(deaf), false];
GVAR(time3) = 0;
[] call FUNC(updateHearingProtection);
}] call CBA_fnc_addPlayerEventHandler;
// Update protection on possible helmet change
["loadout", FUNC(updateHearingProtection)] call CBA_fnc_addPlayerEventHandler;
}] call CBA_fnc_addEventHandler;