mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
70 lines
2.4 KiB
Plaintext
70 lines
2.4 KiB
Plaintext
#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 [ASLToAGL getPosASL _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;
|