#include "script_component.hpp" /* * Author: BaerMitUmlaut * Handles the hear beat sound. * * Arguments: * None * * Return Value: * None * * Example: * [] call ace_medical_feedback_fnc_effectHeartBeat * * Public: No */ if (EGVAR(common,OldIsCamera)) exitWith { TRACE_2("Ending heart beat effect - scripted camera",_heartRate,EGVAR(common,OldIsCamera)); GVAR(heartBeatEffectRunning) = false; }; private _heartRate = GET_HEART_RATE(ACE_player); if (_heartRate == 0) exitWith { TRACE_1("Ending heart beat effect - zero",_heartRate); GVAR(heartBeatEffectRunning) = false; }; private _waitTime = 60 / _heartRate; // TRACE_2("",_heartRate,_waitTime); switch (true) do { case (_heartRate > 160): { // playSound SND_HEARBEAT_FAST; // Array doesn't blend together well, just play one file consistently if (isGameFocused) then { playSound "ACE_heartbeat_fast_1"; }; [FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute; }; case (_heartRate < 60): { if (isGameFocused) then { playSound SND_HEARBEAT_SLOW; }; [FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute; }; default { TRACE_1("Ending heart beat effect - normal",_heartRate); GVAR(heartBeatEffectRunning) = false; }; };