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Updated playInjured
Removed sleep. Made use of waitUnitl execute. Changed MP sound broadcasting. No longer using the broadcastSound_F function.
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@ -1,10 +1,13 @@
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/**
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* fn_playInjuredSound.sqf
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* @Descr: N/A
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* @Descr: Play the injured sound for a unit if the unit is damaged. The sound broadcasted across MP.
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* Will not play if the unit has already played a sound within to close a time frame.
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* Delay: With minimal damage (below 1), the delay is (10 + random(50)) seconds. Otherwise it is 60 seconds / damage.
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*
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* @Author: Glowbal
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*
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* @Arguments: []
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* @Return:
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* @Arguments: [unit OBJECT]
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* @Return: nil
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* @PublicAPI: false
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*/
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@ -14,8 +17,11 @@ private ["_unit","_amountOfDamage","_bodyPartStatus","_availableSounds_A","_avai
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_unit = _this select 0;
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if (!local _unit) exitwith{};
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// Lock if the unit is already playing a sound.
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if ((_unit getvariable [QGVAR(playingInjuredSound),false])) exitwith {};
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_unit setvariable [QGVAR(playingInjuredSound),true];
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// Classnames of the available sounds.
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_availableSounds_A = [
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"WoundedGuyA_01",
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"WoundedGuyA_02",
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@ -44,16 +50,19 @@ _availableSounds_C = [
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"WoundedGuyC_05"
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];
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// TODO Maybe base this off hitpoint damage
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// Find the amount of damage for this unit, based upon body part status.
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_bodyPartStatus = [_unit,QGVAR(bodyPartStatus)] call EFUNC(common,getDefinedVariable);
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_amountOfDamage = 0;
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{
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_amountOfDamage = _amountOfDamage + _x;
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}foreach _bodyPartStatus;
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if (_amountOfDamage > 0) then {
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// Play the sound if there is any damage present.
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if (_amountOfDamage > 0) exitwith {
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_sound = "";
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// Select the to be played sound based upon damage amount.
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if (_amountOfDamage > 1) then {
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if (random(1) > 0.5) then {
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_sound = _availableSounds_A select (round(random((count _availableSounds_A) - 1)));
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@ -63,13 +72,24 @@ if (_amountOfDamage > 0) then {
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} else {
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_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
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};
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[[_unit,_sound], QUOTE(EFUNC(common,broadcastSound3D_F)), true] call EFUNC(common,execRemoteFnc);
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// Play the sound
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playSound3D [((getArray(configFile >> "CfgSounds" >> _sound >> "sound") select 0)), _unit, false, getPos _unit, 2, 1, 15]; // +2db, 15 meters.
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// Figure out what the delay will be before it is possible to play a sound again.
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private "_delay";
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_delay = 1;
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if (_amountOfDamage < 1) then {
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sleep 10;
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sleep (random(50));
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_delay = 10 + random(50);
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} else {
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sleep (60 / _amountOfDamage);
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_delay = (60 / _amountOfDamage);
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};
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// Clean up the lock
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[{
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(_this select 0) setvariable [QGVAR(playingInjuredSound),nil];
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}, [_unit], _delay, _delay] call EFUNC(common,waitAndExecute);
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};
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_unit setvariable [QGVAR(playingInjuredSound),nil];
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// Clean up in case there has not been played any sounds.
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_unit setvariable [QGVAR(playingInjuredSound),nil];
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