ACE3/addons/hearing/functions/fnc_explosionNear.sqf
2016-02-16 12:58:42 -06:00

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/*
* Author: KoffeinFlummi, commy2, Ruthberg
* Handles deafness due to explosions going off near the player.
*
* Arguments:
* 0: vehicle - Object the event handler is assigned to (player) <OBJECT>
* 1: damage - Damage inflicted to the object <NUMBER>
*
* Return Value:
* None
*
* Example:
* [clientExplosionEvent] call ace_hearing_fnc_explosionNear
*
* Public: No
*/
#include "script_component.hpp"
// Only run if combat deafness is enabled
if (!GVAR(EnableCombatDeafness)) exitWith {};
params ["_unit", "_damage"];
if (_unit != ACE_player) exitWith {};
TRACE_2("explosion near player",_unit,_damage);
private ["_strength"];
_strength = (0 max _damage) * 30;
if (_strength < 0.01) exitWith {};
// Call inmediately, as it will get pick up later anyway by the update thread
[_strength] call FUNC(earRinging);