ACE3/addons/minedetector/functions/fnc_playDetectorSound.sqf
commy2 05d30c5573 convert log macros to cba versions (#4282)
* convert log macros to cba versions

* Add changes to AB

* remove obsolete macro
2016-10-02 12:55:31 +02:00

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/*
* Author: Glowbal
* Play the detector sound
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Sound class <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "ace_buzz_1", 1] call ace_minedetector_fnc_playDetectorSound
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_soundClass"];
if (isNull _unit) exitWith {
ERROR_1("unit does not exist [%1]",_unit);
};
if (!alive _unit) exitWith {
ERROR_1("unit is not alive [%1]",_unit);
};
if (_unit getVariable [QGVAR(isUsingHeadphones), false] && {_unit == ACE_player}) then {
playSound _soundClass;
} else {
private _posASL = AGLtoASL (_unit modelToWorld (_unit selectionPosition "granat"));
[_soundClass, _posASL, 3, 15] call EFUNC(common,playConfigSound3D);
};