Fixed injured sounds

This commit is contained in:
Glowbal 2015-03-08 15:13:32 +01:00
parent 784a5e9fcb
commit 4ed19dce75
2 changed files with 35 additions and 48 deletions

View File

@ -51,6 +51,7 @@ if ([_unit] call FUNC(hasMedicalEnabled)) then {
if (_pain > 0.7 && {random(1) > 0.6}) then {
[_unit] call FUNC(setUnconscious);
};
[_unit, _pain] call FUNC(playInjuredSound);
};
};

View File

@ -17,55 +17,47 @@
private ["_unit","_amountOfDamage","_bodyPartStatus","_availableSounds_A","_availableSounds_B","_availableSounds_C","_sound"];
_unit = _this select 0;
if (!local _unit) exitwith{};
_pain = _this select 1;
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];
// Classnames of the available sounds.
_availableSounds_A = [
"WoundedGuyA_01",
"WoundedGuyA_02",
"WoundedGuyA_03",
"WoundedGuyA_04",
"WoundedGuyA_05",
"WoundedGuyA_06",
"WoundedGuyA_07",
"WoundedGuyA_08"
];
_availableSounds_B = [
"WoundedGuyB_01",
"WoundedGuyB_02",
"WoundedGuyB_03",
"WoundedGuyB_04",
"WoundedGuyB_05",
"WoundedGuyB_06",
"WoundedGuyB_07",
"WoundedGuyB_08"
];
_availableSounds_C = [
"WoundedGuyC_01",
"WoundedGuyC_02",
"WoundedGuyC_03",
"WoundedGuyC_04",
"WoundedGuyC_05"
];
// TODO Base this off hitpoint damage
// Find the amount of damage for this unit, based upon body part status.
//_bodyPartStatus = [_unit,QGVAR(bodyPartStatus)] call EFUNC(common,getDefinedVariable);
_amountOfDamage = 0;
/*{
_amountOfDamage = _amountOfDamage + _x;
}foreach _bodyPartStatus;*/
// Play the sound if there is any damage present.
if (_amountOfDamage > 0) exitwith {
if (_pain > 0 && {[_unit] call EFUNC(common,isAwake)}) exitwith {
// Classnames of the available sounds.
_availableSounds_A = [
"WoundedGuyA_01",
"WoundedGuyA_02",
"WoundedGuyA_03",
"WoundedGuyA_04",
"WoundedGuyA_05",
"WoundedGuyA_06",
"WoundedGuyA_07",
"WoundedGuyA_08"
];
_availableSounds_B = [
"WoundedGuyB_01",
"WoundedGuyB_02",
"WoundedGuyB_03",
"WoundedGuyB_04",
"WoundedGuyB_05",
"WoundedGuyB_06",
"WoundedGuyB_07",
"WoundedGuyB_08"
];
_availableSounds_C = [
"WoundedGuyC_01",
"WoundedGuyC_02",
"WoundedGuyC_03",
"WoundedGuyC_04",
"WoundedGuyC_05"
];
_sound = "";
// Select the to be played sound based upon damage amount.
if (_amountOfDamage > 1) then {
if (_pain > 0.5) then {
if (random(1) > 0.5) then {
_sound = _availableSounds_A select (round(random((count _availableSounds_A) - 1)));
} else {
@ -74,18 +66,12 @@ if (_amountOfDamage > 0) exitwith {
} else {
_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
};
// Play the sound
playSound3D [((getArray(configFile >> "CfgSounds" >> _sound >> "sound") select 0)), _unit, false, getPos _unit, 2, 1, 15]; // +2db, 15 meters.
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";
_delay = 1;
if (_amountOfDamage < 1) then {
_delay = 10 + random(50);
} else {
_delay = (60 / _amountOfDamage);
};
_delay = (30 - (random(25) * _pain)) max (3.5 + random(2));
// Clean up the lock
[{