ACE3/addons/weaponselect/functions/fnc_playChangeFiremodeSound.sqf

48 lines
1.3 KiB
Plaintext
Raw Normal View History

/*
* Author: commy2
* Play the change firemode sound for specified weapon at units position.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
* [player, currentWeapon player] call ace_weaponselect_fnc_playChangeFiremodeSound
*
* Public: No
*/
2015-01-17 17:26:51 +00:00
#include "script_component.hpp"
2015-05-15 07:59:57 +00:00
private ["_sound"];
params ["_unit", "_weapon"];
_sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
if (count _sound == 0) exitWith {};
// add file extension
if call {
2015-01-17 17:26:51 +00:00
{
if (toLower (_sound select 0) find _x == count toArray (_sound select 0) - count toArray _x - 1) exitWith {false};
true
} forEach [".wav", ".ogg", ".wss"];
} then {
2015-01-17 17:26:51 +00:00
_sound set [0, (_sound select 0) + ".wss"];
};
// add default volume, pitch and distance
if (count _sound < 2) then {_sound pushBack 1};
if (count _sound < 3) then {_sound pushBack 1};
if (count _sound < 4) then {_sound pushBack 0};
private "_position";
_position = _unit modelToWorldVisual (_unit selectionPosition "RightHand");
_position set [2, (_position select 2) + ((getPosASLW _unit select 2) - (getPosATL _unit select 2) max 0)];
playSound3D [_sound select 0, objNull, false, _position, _sound select 1, _sound select 2, _sound select 3];