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b2a3fac4b6
* Additional parameters - added parameters to allow changing distances for sounds for each severity. - added parameter to allow unconscious units to do sounds. * fix conditio * Updated header formatting + minor tweaks --------- Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
73 lines
2.7 KiB
Plaintext
73 lines
2.7 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Play random injured sound for a unit. The sound is 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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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Type ["hit", "moan"] <STRING> (default: "hit")
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* 2: Severity [0, 1, 2] <NUMBER> (default: 0)
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* 3: Hit sound distances <ARRAY> (default: [50, 60, 70])
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* 4: Moan sound distances <ARRAY> (default: [10, 15, 20])
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* 5: Allow unconscious units <BOOL> (default: false)
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, "hit", 1] call ace_medical_feedback_fnc_playInjuredSound
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*
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* Public: No
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*/
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#define TIME_OUT_HIT 1
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#define TIME_OUT_MOAN [12, 7.5, 5]
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params [["_unit", objNull, [objNull]], ["_type", "hit", [""]], ["_severity", 0, [0]], ["_hitDistances", [50, 60, 70], [[]], [3]], ["_moanDistances", [10, 15, 20], [[]], [3]], ["_allowUnconscious", false, [true]]];
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// TRACE_3("",_unit,_type,_severity);
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if (!local _unit) exitWith { ERROR_2("playInjuredSound: Unit not local or null [%1:%2]",_unit,typeOf _unit); };
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if (!_allowUnconscious && {!(_unit call EFUNC(common,isAwake))}) exitWith {};
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// Limit network traffic by only sending the event to players who can potentially hear it
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private _distance = if (_type == "hit") then {
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_hitDistances select _severity
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} else {
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_moanDistances select _severity
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};
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private _targets = allPlayers inAreaArray [ASLToAGL getPosASL _unit, _distance, _distance, 0, false, _distance];
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if (_targets isEqualTo []) exitWith {};
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// Handle timeout
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if (_unit getVariable [QGVAR(soundTimeout) + _type, -1] > CBA_missionTime) exitWith {};
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private _timeOut = if (_type == "moan") then { TIME_OUT_MOAN # _severity } else { TIME_OUT_HIT };
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_unit setVariable [QGVAR(soundTimeout) + _type, CBA_missionTime + _timeOut];
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// Get units speaker
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private _speaker = speaker _unit;
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if (_speaker == "ACE_NoVoice") then {
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_speaker = _unit getVariable "ace_originalSpeaker";
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};
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// Fallback if speaker has no associated scream/moan sound
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if (isNull (configFile >> "CfgSounds" >> format ["ACE_moan_%1_low_1", _speaker])) then {
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_speaker = "Male08ENG";
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};
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// Select actual sound
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private _variation = ["low", "mid", "high"] select _severity;
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private _cfgSounds = configFile >> "CfgSounds";
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private _targetClass = format ["ACE_%1_%2_%3_", _type, _speaker, _variation];
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private _index = 1;
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private _sounds = [];
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while {isClass (_cfgSounds >> (_targetClass + str _index))} do {
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_sounds pushBack (_cfgSounds >> (_targetClass + str _index));
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_index = _index + 1;
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};
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private _sound = configName selectRandom _sounds;
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if (isNil "_sound") exitWith { WARNING_1("no sounds for target [%1]",_targetClass); };
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[QGVAR(forceSay3D), [_unit, _sound, _distance], _targets] call CBA_fnc_targetEvent;
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