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Fire - Fix animals screaming like humans (#8625)
* Fire - Only human screams * Use fnc_burnReaction for screams Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
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@ -302,9 +302,7 @@ if (_isBurning) exitWith {};
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_unit setVariable [QGVAR(burnUIPFH), _burnIndicatorPFH];
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};
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private _soundID = floor (1 + random 15);
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private _sound = format [QGVAR(scream_%1), _soundID];
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[QGVAR(playScream), [_sound, _unit]] call CBA_fnc_globalEvent;
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[_unit, false] call FUNC(burnReaction);
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};
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_lastIntensityUpdate = 0;
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@ -5,6 +5,7 @@
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Should unit throw its current weapon <BOOL>
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*
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* Return Value:
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* None
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@ -12,16 +13,19 @@
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* Public: No
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*/
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params ["_unit"];
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params ["_unit", ["_throwWeapon", true]];
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if (
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GVAR(dropWeapon) > 0
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_throwWeapon
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&& {GVAR(dropWeapon) > 0}
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&& {_unit in _unit && { !(currentWeapon _unit isEqualTo "") }}
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&& {!isPlayer _unit || GVAR(dropWeapon >= 2)}
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) then {
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[_unit] call EFUNC(hitreactions,throwWeapon);
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};
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private _soundID = floor (1 + random 15);
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private _sound = format [QGVAR(scream_%1), _soundID];
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[QGVAR(playScream), [_sound, _unit]] call CBA_fnc_globalEvent;
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if (_unit isKindOf "CAManBase") then {
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private _soundID = floor (1 + random 15);
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private _sound = format [QGVAR(scream_%1), _soundID];
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[QGVAR(playScream), [_sound, _unit]] call CBA_fnc_globalEvent;
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};
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