ACE3/addons/medical/functions/fnc_playInjuredSound.sqf
Glowbal 72ae6eb08f Updated playInjured
Removed sleep.
Made use of waitUnitl execute.
Changed MP sound broadcasting. No longer using the broadcastSound_F function.
2015-01-20 11:56:00 +01:00

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/**
* fn_playInjuredSound.sqf
* @Descr: Play the injured sound for a unit if the unit is damaged. The sound broadcasted across MP.
* Will not play if the unit has already played a sound within to close a time frame.
* Delay: With minimal damage (below 1), the delay is (10 + random(50)) seconds. Otherwise it is 60 seconds / damage.
*
* @Author: Glowbal
*
* @Arguments: [unit OBJECT]
* @Return: nil
* @PublicAPI: false
*/
#include "script_component.hpp"
private ["_unit","_amountOfDamage","_bodyPartStatus","_availableSounds_A","_availableSounds_B","_availableSounds_C","_sound"];
_unit = _this select 0;
if (!local _unit) exitwith{};
// Lock if the unit is already playing a sound.
if ((_unit getvariable [QGVAR(playingInjuredSound),false])) exitwith {};
_unit setvariable [QGVAR(playingInjuredSound),true];
// Classnames of the available sounds.
_availableSounds_A = [
"WoundedGuyA_01",
"WoundedGuyA_02",
"WoundedGuyA_03",
"WoundedGuyA_04",
"WoundedGuyA_05",
"WoundedGuyA_06",
"WoundedGuyA_07",
"WoundedGuyA_08"
];
_availableSounds_B = [
"WoundedGuyB_01",
"WoundedGuyB_02",
"WoundedGuyB_03",
"WoundedGuyB_04",
"WoundedGuyB_05",
"WoundedGuyB_06",
"WoundedGuyB_07",
"WoundedGuyB_08"
];
_availableSounds_C = [
"WoundedGuyC_01",
"WoundedGuyC_02",
"WoundedGuyC_03",
"WoundedGuyC_04",
"WoundedGuyC_05"
];
// TODO Maybe base this off hitpoint damage
// Find the amount of damage for this unit, based upon body part status.
_bodyPartStatus = [_unit,QGVAR(bodyPartStatus)] call EFUNC(common,getDefinedVariable);
_amountOfDamage = 0;
{
_amountOfDamage = _amountOfDamage + _x;
}foreach _bodyPartStatus;
// Play the sound if there is any damage present.
if (_amountOfDamage > 0) exitwith {
_sound = "";
// Select the to be played sound based upon damage amount.
if (_amountOfDamage > 1) then {
if (random(1) > 0.5) then {
_sound = _availableSounds_A select (round(random((count _availableSounds_A) - 1)));
} else {
_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
};
} else {
_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
};
// Play the sound
playSound3D [((getArray(configFile >> "CfgSounds" >> _sound >> "sound") select 0)), _unit, false, getPos _unit, 2, 1, 15]; // +2db, 15 meters.
// Figure out what the delay will be before it is possible to play a sound again.
private "_delay";
_delay = 1;
if (_amountOfDamage < 1) then {
_delay = 10 + random(50);
} else {
_delay = (60 / _amountOfDamage);
};
// Clean up the lock
[{
(_this select 0) setvariable [QGVAR(playingInjuredSound),nil];
}, [_unit], _delay, _delay] call EFUNC(common,waitAndExecute);
};
// Clean up in case there has not been played any sounds.
_unit setvariable [QGVAR(playingInjuredSound),nil];