ACE3/addons/medical_engine/functions/fnc_playInjuredSound.sqf
2016-10-13 20:17:21 +02:00

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/*
* 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_engine_fnc_playInjuredSound
*
* Public: No
*/
#include "script_component.hpp"
#define TIME_OUT_HIT 1
#define TIME_OUT_MOAN 5
params [["_unit", objNull, [objNull]], ["_type", "hit", [""]], ["_severity", 0, [0]]];
TRACE_3("",_unit,_type,_severity);
if (!local _unit) exitWith {
ERROR("Unit not local or null");
};
if !(_unit call EFUNC(common,isAwake)) exitWith {};
private _timeOut = [TIME_OUT_HIT, TIME_OUT_MOAN] select (_type == "moan");
// Handle timeout
if (_unit getVariable [QGVAR(soundTimeout) + _type, -1] > CBA_missionTime) exitWith {};
_unit setVariable [QGVAR(soundTimeout) + _type, CBA_missionTime + _timeOut];
// Get sounds
private _soundsNamespace = NAMESPACE_NULL;
switch (toLower _type) do {
case ("hit"): {
_soundsNamespace = GVAR(HitScreamNamespace);
};
case ("moan"): {
_soundsNamespace = GVAR(InjuredMoanNamespace);
};
};
// Get units speaker
private _speaker = speaker _unit;
if (_speaker == "ACE_NoVoice") then {
_speaker = _unit getVariable "ace_originalSpeaker";
};
private _sounds = _soundsNamespace getVariable _speaker;
if (isNil "_sounds") then {
_sounds = _soundsNamespace getVariable (_soundsNamespace getVariable "#default");
};
if (isNil "_sounds") exitWith {
ERROR("No sounds for speaker and no default found");
};
// Get correct sound of the speaker
_sounds = _sounds param [_severity, []];
(selectRandom _sounds) params ["_sound", ["_volume", 1], ["_frequency", 1], ["_distance", 80]];
if (isNil "_sound") exitWith {
ERROR("No sound for this speaker");
};
// Delete leading slash.
if (_sound select [0, 1] == "\") then {
_sound = _sound select [1];
};
// Default file extension.
if (_sound find "." == -1) then {
_sound = _sound + ".wss";
};
playSound3D [_sound, objNull, false, position _unit, _volume, _frequency, _distance];