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47 lines
1.2 KiB
Plaintext
47 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Handles the hear beat sound.
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*
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* Arguments:
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* None
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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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* [] call ace_medical_feedback_fnc_effectHeartBeat
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*
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* Public: No
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*/
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private _heartRate = GET_HEART_RATE(ACE_player);
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if (!GVAR(heartBeatEffectRunning)) exitWith {
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TRACE_1("Ending heart beat effect - force stopped",_heartRate);
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};
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if (_heartRate == 0) exitWith {
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TRACE_1("Ending heart beat effect - zero",_heartRate);
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GVAR(heartBeatEffectRunning) = false;
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};
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private _waitTime = 60 / _heartRate;
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// TRACE_2("",_heartRate,_waitTime);
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switch (true) do {
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case (_heartRate > 160): {
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// playSound SND_HEARBEAT_FAST; // Array doesn't blend together well, just play one file consistently
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if (isGameFocused) then { playSound "ACE_heartbeat_fast_1"; };
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[FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
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};
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case (_heartRate < 60): {
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if (isGameFocused) then { playSound SND_HEARBEAT_SLOW; };
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[FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
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};
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default {
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TRACE_1("Ending heart beat effect - normal",_heartRate);
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GVAR(heartBeatEffectRunning) = false;
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};
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};
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