ACE3/addons/weaponselect/functions/fnc_playChangeFiremodeSound.sqf
johnb432 5cada7d397
General - Remove "SwitchWeapon" spam (#10113)
* Remove "switchWeapon" spam

* Update fnc_startDragLocal.sqf

* Don't add invalid fire modes

* Tweaks & fix
2024-07-20 08:13:42 +02:00

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#include "..\script_component.hpp"
/*
* Author: commy2
* Play weapon firemode change sound.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
* [player, currentWeapon player] call ace_weaponselect_fnc_playChangeFiremodeSound
*
* Public: No
*/
params ["_unit", "_weapon"];
private _sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
if (_sound isEqualTo []) exitWith {};
// get position where to play the sound (position of the weapon)
private _position = _unit modelToWorldVisualWorld (_unit selectionPosition "RightHand");
_sound params ["_filename", ["_volume", 1], ["_soundPitch", 1], ["_distance", 0]];
if (_filename == "") exitWith {};
// add file extension .wss as default
if !(toLowerANSI (_filename select [count _filename - 4]) in [".wav", ".ogg", ".wss"]) then {
_filename = format ["%1.wss", _filename];
};
playSound3D [_filename, objNull, false, _position, _volume, _soundPitch, _distance];
nil // return