ACE3/addons/medical_feedback/functions/fnc_effectHeartBeat.sqf
2021-08-11 07:11:47 -03:00

47 lines
1.2 KiB
Plaintext

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