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fix playSoundInjured wrong args
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@ -22,5 +22,5 @@ systemChat format["handling state default for unit: %1", _this];
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private _pain = _unit getVariable [QGVAR(pain), 0];
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if (_pain > (_unit getVariable [QGVAR(painSuppress), 0])) then {
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[_unit, _pain] call EFUNC(medical_engine,playInjuredSound);
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[_unit, "moan", PAIN_TO_MOAN(_pain)] call EFUNC(medical_engine,playInjuredSound);
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};
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@ -20,5 +20,5 @@ if (!local _unit) exitWith {
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private _pain = _unit getVariable [QGVAR(pain), 0];
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if (_pain > (_unit getVariable [QGVAR(painSuppress), 0])) then {
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[_unit, _pain] call EFUNC(medical_engine,playInjuredSound);
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[_unit, "moan", PAIN_TO_MOAN(_pain)] call EFUNC(medical_engine,playInjuredSound);
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};
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@ -51,5 +51,5 @@ if (GVAR(level) >= 2) then {
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private _pain = _unit getVariable [QGVAR(pain), 0];
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if (_pain > (_unit getVariable [QGVAR(painSuppress), 0])) then {
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[_unit, _pain] call EFUNC(medical_engine,playInjuredSound);
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[_unit, "moan", PAIN_TO_MOAN(_pain)] call EFUNC(medical_engine,playInjuredSound);
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};
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@ -20,5 +20,5 @@ if (!local _unit) exitWith {
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private _pain = _unit getVariable [QGVAR(pain), 0];
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if (_pain > (_unit getVariable [QGVAR(painSuppress), 0])) then {
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[_unit, _pain] call EFUNC(medical_engine,playInjuredSound);
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[_unit, "moan", PAIN_TO_MOAN(_pain)] call EFUNC(medical_engine,playInjuredSound);
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};
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@ -1,81 +0,0 @@
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/*
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* Author: Glowbal
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* 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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* Arguments:
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* 0: The Unit <OBJECT>
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* 1: Amount of Pain <NUMBER>
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*
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* ReturnValue:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_pain"];
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if (!local _unit || !GVAR(enableScreams)) 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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// 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.
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private _availableSounds_A = [
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"WoundedGuyA_01",
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"WoundedGuyA_02",
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"WoundedGuyA_03",
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"WoundedGuyA_04",
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"WoundedGuyA_05",
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"WoundedGuyA_06",
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"WoundedGuyA_07",
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"WoundedGuyA_08"
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];
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private _availableSounds_B = [
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"WoundedGuyB_01",
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"WoundedGuyB_02",
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"WoundedGuyB_03",
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"WoundedGuyB_04",
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"WoundedGuyB_05",
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"WoundedGuyB_06",
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"WoundedGuyB_07",
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"WoundedGuyB_08"
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];
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private _availableSounds_C = [
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"WoundedGuyC_01",
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"WoundedGuyC_02",
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"WoundedGuyC_03",
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"WoundedGuyC_04",
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"WoundedGuyC_05"
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];
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private _sound = "";
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// Select the to be played sound based upon damage amount.
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if (_pain > 0.5) then {
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if (random(1) > 0.5) then {
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_sound = selectRandom _availableSounds_A;
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} else {
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_sound = selectRandom _availableSounds_B;
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};
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} else {
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_sound = selectRandom _availableSounds_B;
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};
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// 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.
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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 = (30 - (random(25) * _pain)) max (3.5 + random(2));
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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 CBA_fnc_waitAndExecute;
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};
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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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@ -16,3 +16,7 @@
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#endif
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#include "\z\ace\addons\main\script_macros.hpp"
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// scale received pain to 0-2 level to select type of scream
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// below 0.33: 0, from 0.34 to 0.66: 1, more than 0.67: 2
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#define PAIN_TO_MOAN(pain) (floor (3 * pain) min 2)
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@ -18,7 +18,8 @@
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*/
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#include "script_component.hpp"
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#define TIME_OUT 1
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#define TIME_OUT_HIT 1
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#define TIME_OUT_MOAN 5
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params [["_unit", objNull, [objNull]], ["_type", "hit", [""]], ["_severity", 0, [0]]];
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TRACE_3("",_unit,_type,_severity);
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@ -27,9 +28,11 @@ if (!local _unit) exitWith {
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ACE_LOGERROR("Unit not local or null");
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};
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private _timeOut = [TIME_OUT_HIT, TIME_OUT_MOAN] select (_type == "moan");
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// Handle timeout
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if (_unit getVariable [QGVAR(soundTimeout), -1] > CBA_missionTime) exitWith {};
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_unit setVariable [QGVAR(soundTimeout), CBA_missionTime + TIME_OUT];
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_unit setVariable [QGVAR(soundTimeout), CBA_missionTime + _timeOut];
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// Get sounds
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private _soundsNamespace = NAMESPACE_NULL;
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