ACE3/addons/medical_feedback/functions/fnc_playInjuredSound.sqf
Vdauphin e9c1f5e18f
Medical - Improve injured sound by exiting the function earlier if no player is around (#7521)
* Exit earlier the playInjuredSound if no player is around

* Check if _targets array has at least one player

* Remove useless parenthesis

Co-Authored-By: commy2 <commy-2@gmx.de>

* Handle player inside a vehicle

If any player is inside the area then the _targets will not be empty. This also handle the case where player is inside a vehicle or _unit is a player.

* Handle z axis

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

Co-authored-by: commy2 <commy-2@gmx.de>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2020-06-19 19:42:23 -05:00

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#include "script_component.hpp"
/*
* Author: commy2
* Play random injured sound for a unit. The sound is broadcasted across MP.
* Will not play if the unit has already played a sound within to close a time frame.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Type (optional) ["hit" (default) or "moan"] <STRING>
* 2: Severity (optional) [0 (default), 1, 2] <NUMBER>
*
* Return Value:
* None
*
* Example:
* [player, "hit", 1] call ace_medical_feedback_fnc_playInjuredSound
*
* Public: No
*/
#define TIME_OUT_HIT 1
#define TIME_OUT_MOAN [12, 7.5, 5]
params [["_unit", objNull, [objNull]], ["_type", "hit", [""]], ["_severity", 0, [0]]];
// TRACE_3("",_unit,_type,_severity);
if (!local _unit) exitWith { ERROR_2("playInjuredSound: Unit not local or null [%1:%2]",_unit,typeOf _unit); };
if !(_unit call EFUNC(common,isAwake)) exitWith {};
// Limit network traffic by only sending the event to players who can potentially hear it
private _distance = if (_type == "hit") then {
[50, 60, 70] select _severity;
} else {
[10, 15, 20] select _severity;
};
private _targets = allPlayers inAreaArray [getPosWorld _unit, _distance, _distance, 0, false, _distance];
if (_targets isEqualTo []) exitWith {};
// Handle timeout
if (_unit getVariable [QGVAR(soundTimeout) + _type, -1] > CBA_missionTime) exitWith {};
private _timeOut = if (_type == "moan") then { TIME_OUT_MOAN # _severity } else { TIME_OUT_HIT };
_unit setVariable [QGVAR(soundTimeout) + _type, CBA_missionTime + _timeOut];
// Get units speaker
private _speaker = speaker _unit;
if (_speaker == "ACE_NoVoice") then {
_speaker = _unit getVariable "ace_originalSpeaker";
};
// Fallback if speaker has no associated scream/moan sound
if (isNull (configFile >> "CfgSounds" >> format ["ACE_moan_%1_low_1", _speaker])) then {
_speaker = "Male08ENG";
};
// Select actual sound
private _variation = ["low", "mid", "high"] select _severity;
private _cfgSounds = configFile >> "CfgSounds";
private _targetClass = format ["ACE_%1_%2_%3_", _type, _speaker, _variation];
private _index = 1;
private _sounds = [];
while {isClass (_cfgSounds >> (_targetClass + str _index))} do {
_sounds pushBack (_cfgSounds >> (_targetClass + str _index));
_index = _index + 1;
};
private _sound = configName selectRandom _sounds;
if (isNil "_sound") exitWith { WARNING_1("no sounds for target [%1]",_targetClass); };
[QGVAR(forceSay3D), [_unit, _sound, _distance], _targets] call CBA_fnc_targetEvent;