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Sounds are sourced from configs.
Used impactGroundSoft[] as shortcut.
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parent
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commit
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@ -2,13 +2,8 @@
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class CfgAmmo {
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class Default;
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class Grenade: Default {
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soundImpactSoft1[] = {"",1,1,1};
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soundImpactSoft2[] = {"",1,1,1};
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soundImpactSoft3[] = {"",1,1,1};
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soundImpactSoft4[] = {"",1,1,1};
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soundImpactSoft5[] = {"",1,1,1};
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soundImpactSoft6[] = {"",1,1,1};
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soundImpactSoft7[] = {"",1,1,1};
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GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\grenades\Grenade_PullPin.wss", 1.5, 1, 10};
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impactGroundSoft[] = {};
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};
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class FlareCore;
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@ -62,6 +57,7 @@ class CfgAmmo {
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class ACE_G_Handflare_White: SmokeShell {
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GVAR(flare) = 1;
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GVAR(color)[] = {0.5,0.5,0.5,0.5};
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GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\smokeshell\smoke_1.wss", 0.4, 1, 10};
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model = "\A3\weapons_f\ammo\flare_white";
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dangerRadiusHit = -1;
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suppressionRadiusHit = -1;
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@ -110,6 +106,7 @@ class CfgAmmo {
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};
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class Chemlight_base: SmokeShell {
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GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\Other\dry4.wss", 3, 2, 10};
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soundImpactHard1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.8,65};
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soundImpactHard2[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.9,65};
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soundImpactHard3[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.6,65};
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@ -29,21 +29,11 @@ private _config = configFile >> "CfgAmmo" >> _ammo;
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// handle special grenades and sounds
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if (local _unit) then {
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// handle priming sound, if not IR grenade
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if (_ammo isKindOf "GrenadeHand") then {
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private _posASLProjectile = getPosASL _projectile;
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switch (true) do {
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case (_ammo isKindOf "Chemlight_base"): {
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playSound3D ["A3\sounds_f\weapons\Other\dry4.wss", objNull, false, _posASLProjectile, 3, 2, 10]
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};
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case (_ammo isKindOf "ACE_G_Handflare_White"): {
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playSound3D ["A3\sounds_f\weapons\smokeshell\smoke_1.wss", objNull, false, _posASLProjectile, 0.4, 1, 10]
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};
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default {
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playSound3D ["A3\sounds_f\weapons\grenades\Grenade_PullPin.wss", objNull, false, _posASLProjectile, 1.5, 1, 10]
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};
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};
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// handle priming sound, if present
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private _soundConfig = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(pullPinSound));
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if (count _soundConfig > 0) then {
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_soundConfig params ["_file", "_volume", "_pitch", "_distance"];
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playSound3D [_file, objNull, false, getPosASL _projectile, _volume, _pitch, _distance];
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};
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if (getNumber (_config >> QGVAR(flashbang)) == 1) then {
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