ACE3/addons/weaponselect/functions/fnc_playChangeFiremodeSound.sqf
Grim e06c6f7835
General - Replace toLower with toLowerANSI where applicable (#9790)
* General - Replace toLower with toLowerANSI where applicable

* whoops

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

* Update addons/repair/functions/fnc_setHitPointDamage.sqf

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>

* Update addons/repair/dev/draw_showRepairInfo.sqf

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>

* Update addons/tagging/XEH_preStart.sqf

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>

* Update addons/vehicle_damage/functions/fnc_handleCookoff.sqf

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>

* Update addons/tagging/XEH_preStart.sqf

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>

* comparment -> compartment

* Update fnc_showHud.sqf

* Update fnc_registerObjects.sqf

* Update addons/common/functions/fnc_cbaSettings_settingChanged.sqf

---------

Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
2024-03-07 22:08:13 +01:00

38 lines
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#include "..\script_component.hpp"
/*
* Author: commy2
* Play weapon firemode change sound.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
* [player, currentWeapon player] call ace_weaponselect_fnc_playChangeFiremodeSound
*
* Public: No
*/
params ["_unit", "_weapon"];
private _sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
if (_sound isEqualTo []) exitWith {};
// get position where to play the sound (position of the weapon)
private _position = _unit modelToWorldVisualWorld (_unit selectionPosition "RightHand");
_sound params ["_filename", ["_volume", 1], ["_soundPitch", 1], ["_distance", 0]];
if (_filename == "") exitWith {};
// add file extension .wss as default
if !(toLowerANSI (_filename select [count _filename - 4]) in [".wav", ".ogg", ".wss"]) then {
_filename = format ["%1.wss", _filename];
};
playSound3D [_filename, objNull, false, _position, _volume, _soundPitch, _distance];