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Hearing - Add earplugs only if not present (#9987)
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Only add earplugs if not present
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johnb432 authored Apr 28, 2024
1 parent 3b80629 commit 6e32fc1
Showing 1 changed file with 5 additions and 2 deletions.
7 changes: 5 additions & 2 deletions addons/hearing/functions/fnc_addEarPlugs.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -20,11 +20,14 @@ if !(EGVAR(common,settingsInitFinished)) exitWith {
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(addEarPlugs), _this];
};

// Exit if hearing is disabled or if autoAdd is disabled
if (!GVAR(enableCombatDeafness) || {GVAR(autoAddEarplugsToUnits) == 0}) exitWith {};

params ["_unit"];
TRACE_2("params",_unit,typeOf _unit);

// Exit if hearing is disabled OR autoAdd is disabled OR soldier has earplugs already in (persistence scenarios)
if (!GVAR(enableCombatDeafness) || {GVAR(autoAddEarplugsToUnits) == 0} || {[_unit] call FUNC(hasEarPlugsIn)}) exitWith {};
// Exit if the unit already has earplugs (in ears (persistence scenarios) or inventory)
if (_unit call FUNC(hasEarPlugsIn) || {[_unit, "ACE_EarPlugs"] call EFUNC(common,hasItem)}) exitWith {};

// Add earplugs if enabled for everyone or if the soldier has a rocket launcher
if (GVAR(autoAddEarplugsToUnits) == 2 || {(secondaryWeapon _unit) != ""}) exitWith {
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