ACE3/addons/medical_feedback/functions/fnc_effectHeartBeat.sqf
BaerMitUmlaut 8c7f8d7d6a Medical Feedback - effects overhaul (#7215)
* Intensify pain effects

* Add chromatic abberation effect, add blur with very high pain

* Add option for limited pain effects with only high pain blur

* Fix playInjuredSound

* Add instant feedback effects update when getting hit

* Cleanup

* Overhaul playInjuredSound

* Fix voice detection, simplify nearby unit filter

* Apply suggestions from code review

* Add Chromatic Aberration translations

* Use while loop instead of configClasses

* detach say3d dummies before deleting
2019-10-11 15:00:53 -05:00

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#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 (_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
playSound "ACE_heartbeat_fast_1";
[FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
};
case (_heartRate < 60): {
playSound SND_HEARBEAT_SLOW;
[FUNC(effectHeartBeat), [], _waitTime] call CBA_fnc_waitAndExecute;
};
default {
TRACE_1("Ending heart beat effect - normal",_heartRate);
GVAR(heartBeatEffectRunning) = false;
};
};