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Hearing - Fix explosions not affecting hearing (acemod#10002)
* Have explosions affect hearing * Update fnc_explosion.sqf * Update XEH_postInit.sqf * Update addons/hearing/functions/fnc_explosion.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update fnc_explosion.sqf * Make EH local * Use sound entry instead --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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#include "..\script_component.hpp" | ||
/* | ||
* Author: johnb43 | ||
* Handles deafness due to explosions going off near the player. | ||
* | ||
* Arguments: | ||
* 0: Projectile <OBJECT> | ||
* 1: Explosion position ASL <ARRAY> | ||
* 2: Velocity <ARRAY> (unused) | ||
* | ||
* Return Value: | ||
* None | ||
* | ||
* Example: | ||
* [_projectile, [0, 0, 0], [0, 0, 0]] call ace_hearing_fnc_explosion | ||
* | ||
* Public: No | ||
*/ | ||
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// Ignore spectators, curators and alike | ||
if ((getNumber (configOf ACE_player >> "isPlayableLogic")) == 1) exitWith {}; | ||
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params ["_projectile", "_pos"]; | ||
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// Don't allow for distances under 1 | ||
private _distance = ((eyePos ACE_player) vectorDistance _pos) max 1; | ||
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// Fast exit if explosion far away | ||
if (_distance > 100) exitWith { | ||
TRACE_1("too far away",_distance); | ||
}; | ||
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private _ammoConfig = configOf _projectile; | ||
private _explosive = getNumber (_ammoConfig >> "explosive"); | ||
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private _vehAttenuation = [GVAR(playerVehAttenuation), 1] select (isNull objectParent ACE_player || {isTurnedOut ACE_player}); | ||
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TRACE_5("",typeOf _projectile,_distance,_explosive,_audibleFire,_vehAttenuation); | ||
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(if (isArray (_ammoConfig >> "soundHit1")) then { | ||
getArray (_ammoConfig >> "soundHit1") | ||
} else { | ||
getArray (_ammoConfig >> "soundHit") | ||
}) params ["", ["_volume", 1], "", ["_maxDistance", 1500]]; | ||
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if (_distance > _maxDistance) exitWith { | ||
TRACE_2("too far away",_distance,_maxDistance); | ||
}; | ||
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private _strength = _vehAttenuation * _explosive * _volume * _maxDistance / _distance^2; | ||
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TRACE_2("strength",_volume,_strength); | ||
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// Call immediately, as it will get picked up later by the update thread anyway | ||
_strength call FUNC(earRinging); |
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