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Add grenade, chemlight, and handflare priming sounds.
Remove default clinking sounds.
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48ab81ad87
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@ -1,5 +1,16 @@
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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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};
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class FlareCore;
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class FlareBase: FlareCore {
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intensity = 20000;
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@ -27,8 +27,25 @@ if (isNull _projectile) then {
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private _config = configFile >> "CfgAmmo" >> _ammo;
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// handle special grenades
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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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};
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if (getNumber (_config >> QGVAR(flashbang)) == 1) then {
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private _fuzeTime = getNumber (_config >> "explosionTime");
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