ACE3/addons/medical/functions/fnc_playInjuredSound.sqf

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/*
* Author: Glowbal
* Play the injured sound for a unit if the unit is damaged. The sound broadcasted across MP.
* Will not play if the unit has already played a sound within to close a time frame.
* Delay: With minimal damage (below 1), the delay is (10 + random(50)) seconds. Otherwise it is 60 seconds / damage.
*
* Arguments:
* 0: The Unit <OBJECT>
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* 1: Amount of Pain <NUMBER>
*
* Return Value:
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* None
*
* Example:
* [bob, 5] call ACE_medical_fnc_playInjuredSound
*
* Public: No
*/
#include "script_component.hpp"
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params ["_unit", "_pain"];
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if (!local _unit || !GVAR(enableScreams)) exitWith{};
// Lock if the unit is already playing a sound.
if ((_unit getVariable [QGVAR(playingInjuredSound),false])) exitWith {};
_unit setVariable [QGVAR(playingInjuredSound),true];
// Play the sound if there is any damage present.
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if (_pain > 0 && {[_unit] call EFUNC(common,isAwake)}) exitWith {
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// Classnames of the available sounds.
private _availableSounds_A = [
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"WoundedGuyA_01",
"WoundedGuyA_02",
"WoundedGuyA_03",
"WoundedGuyA_04",
"WoundedGuyA_05",
"WoundedGuyA_06",
"WoundedGuyA_07",
"WoundedGuyA_08"
];
private _availableSounds_B = [
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"WoundedGuyB_01",
"WoundedGuyB_02",
"WoundedGuyB_03",
"WoundedGuyB_04",
"WoundedGuyB_05",
"WoundedGuyB_06",
"WoundedGuyB_07",
"WoundedGuyB_08"
];
private _availableSounds_C = [
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"WoundedGuyC_01",
"WoundedGuyC_02",
"WoundedGuyC_03",
"WoundedGuyC_04",
"WoundedGuyC_05"
];
private _sound = "";
// Select the to be played sound based upon damage amount.
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if (_pain > 0.5) then {
if (random(1) > 0.5) then {
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_sound = selectRandom _availableSounds_A;
} else {
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_sound = selectRandom _availableSounds_B;
};
} else {
_sound = selectRandom _availableSounds_B;
};
// Play the sound
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playSound3D [(getArray(configFile >> "CfgSounds" >> _sound >> "sound") select 0) + ".wss", objNull, false, getPos _unit, 15, 1, 25]; // +2db, 15 meters.
// Figure out what the delay will be before it is possible to play a sound again.
private _delay = (30 - (random(25) * _pain)) max (3.5 + random(2));
// Clean up the lock
[{
(_this select 0) setVariable [QGVAR(playingInjuredSound), nil];
}, [_unit], _delay, _delay] call CBA_fnc_waitAndExecute;
};
// Clean up in case there has not been played any sounds.
_unit setVariable [QGVAR(playingInjuredSound), nil];