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6a25e9365a
* Refactor safemode * Further improvements and fixes * Update XEH_postInit.sqf * Don't allow binoculars to be set to safe * Add API for getting weapon safety status * Update fnc_jamWeapon.sqf * Added doc * Update fnc_playChangeFiremodeSound.sqf * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update addons/weaponselect/functions/fnc_selectWeaponMode.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com>
44 lines
1.1 KiB
Plaintext
44 lines
1.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Plays weapon firemode change sound.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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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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* [ACE_player, currentWeapon ACE_player] call ace_safemode_fnc_playChangeFiremodeSound
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*
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* Public: No
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*/
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params ["_unit", "_weapon"];
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private _sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
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if (_sound isEqualTo []) exitWith {
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playSoundUI ["ACE_Sound_Click"];
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};
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_sound params [["_filename", ""], ["_volume", 1], ["_soundPitch", 1], ["_distance", 0]];
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if (_filename == "") exitWith {
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playSoundUI ["ACE_Sound_Click"];
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};
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// Add file extension .wss as default
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if !(toLowerANSI (_filename select [count _filename - 4]) in [".wav", ".ogg", ".wss"]) then {
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_filename = format ["%1.wss", _filename];
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};
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// Get position where to play the sound (position of the weapon)
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private _position = _unit modelToWorldVisualWorld (_unit selectionPosition "RightHand");
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playSound3D [_filename, objNull, insideBuilding _unit >= 0.5, _position, _volume, _soundPitch, _distance];
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nil // return
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