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72ae6eb08f
Removed sleep. Made use of waitUnitl execute. Changed MP sound broadcasting. No longer using the broadcastSound_F function.
96 lines
2.9 KiB
Plaintext
96 lines
2.9 KiB
Plaintext
/**
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* fn_playInjuredSound.sqf
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* @Descr: 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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* @Author: Glowbal
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*
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* @Arguments: [unit OBJECT]
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* @Return: nil
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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private ["_unit","_amountOfDamage","_bodyPartStatus","_availableSounds_A","_availableSounds_B","_availableSounds_C","_sound"];
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_unit = _this select 0;
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if (!local _unit) 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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// Classnames of the available sounds.
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_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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_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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_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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// TODO Maybe base this off hitpoint damage
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// Find the amount of damage for this unit, based upon body part status.
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_bodyPartStatus = [_unit,QGVAR(bodyPartStatus)] call EFUNC(common,getDefinedVariable);
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_amountOfDamage = 0;
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{
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_amountOfDamage = _amountOfDamage + _x;
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}foreach _bodyPartStatus;
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// Play the sound if there is any damage present.
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if (_amountOfDamage > 0) exitwith {
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_sound = "";
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// Select the to be played sound based upon damage amount.
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if (_amountOfDamage > 1) then {
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if (random(1) > 0.5) then {
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_sound = _availableSounds_A select (round(random((count _availableSounds_A) - 1)));
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} else {
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_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
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};
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} else {
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_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
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};
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// Play the sound
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playSound3D [((getArray(configFile >> "CfgSounds" >> _sound >> "sound") select 0)), _unit, false, getPos _unit, 2, 1, 15]; // +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";
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_delay = 1;
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if (_amountOfDamage < 1) then {
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_delay = 10 + random(50);
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} else {
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_delay = (60 / _amountOfDamage);
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};
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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 EFUNC(common,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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