After cancelling an action the sound will be aborted too now

Made by @Victor-the-Cleaner
This commit is contained in:
A Man
2022-03-24 10:05:01 +01:00
parent 8b0f691158
commit 21e9c3451a

View File

@@ -1,60 +1,101 @@
private ["_chance","_dis","_isWoman","_local","_num","_rnd","_sound","_type","_unit"];
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// Updated for 1.0.7.1
//
// - Kill sound when player cancels an action
//
///////////////////////////////////////////////////////////////////////////////////////////////////
_unit = _this select 0;
_type = _this select 1;
_chance = _this select 2;
local _count = count _this;
local _unit = _this select 0;
local _type = _this select 1;
local _chance = _this select 2;
_dis = call {
if (count _this > 4) exitwith {_this select 4};
if (_type in ["shout","hit","attack","scream","breath"]) exitwith {100};
local _dis = call {
if (_count > 4) exitWith {_this select 4;};
if (_type in ["shout","hit","attack","scream","breath"]) exitWith {100};
40
};
_local = false;
if (count _this > 3) then { _local = _this select 3; };
local _local = false;
if (_count > 3) then {_local = _this select 3;};
if (!_local) then {
// we override _local according to number of players inside _dis radius
_local = { _unit distance _x < _dis; } count playableUnits <= 1;
// we override _local according to number of players inside _dis radius
_local = {_unit distance _x < _dis;} count playableUnits <= 1;
};
//diag_log(format["%1 dis:%2 local:%3", __FILE__, _dis, _local]);
local _num = {if (_type == (_x select 0)) exitWith {_x select 1}} count [
["idle", 35],
["spotted", 13],
["chase", 14],
["attack", 13],
["hit", 6],
["open_inventory", 4],
["open_backpack", 4],
["bandage", 2],
["fracture", 1],
["panic", 1],
["scream", 4],
["eat", 3],
["pills", 3],
["cough", 2],
["cook", 2],
["attach_weap", 1],
["detach_weap", 1],
["keypad_tick", 2],
["dog_bark", 4],
["dog_growl", 3],
["dog_qq", 2],
[_type, 0]];
_num = call {
if (_type == "open_inventory") exitwith {4};
if (_type == "open_backpack") exitwith {4};
if (_type == "eat") exitwith {3};
if (_type == "bandage") exitwith {2};
if (_type == "pills") exitwith {3};
if (_type == "keypad_tick") exitwith {2};
if (_type == "spotted") exitwith {13};
if (_type == "chase") exitwith {14};
if (_type == "attach_weap") exitwith {1};
if (_type == "detach_weap") exitwith {1};
if (_type == "attack") exitwith {13};
if (_type == "idle") exitwith {35};
if (_type == "scream") exitwith {4};
if (_type == "cough") exitwith {2};
if (_type == "fracture") exitwith {1};
if (_type == "panic") exitwith {1};
if (_type == "cook") exitwith {2};
if (_type == "hit") exitwith {6};
if (_type == "dog_bark") exitwith {4};
if (_type == "dog_growl") exitwith {3};
if (_type == "dog_qq") exitwith {2};
0
};
_isWoman = getText(configFile >> "cfgVehicles" >> (typeOf _unit) >> "TextPlural") == "Women";
local _isWoman = getText(configFile >> "cfgVehicles" >> (typeOf _unit) >> "TextPlural") == "Women";
if (_isWoman and {_type in ["scream","panic"]}) then {
_type = _type + "_w";
};
if ((round(random _chance) == _chance) or (_chance == 0)) then {
_rnd = round(random _num);
_sound = "z_" + _type + "_" + str(_rnd);
local _rnd = floor random (_num + 1);
local _sound = "z_" + _type + "_" + str(_rnd);
///////////////////////////////////////////////////////////////////////////////////////////
//
// Attach sound source to dummy object so that long duration sfx can be muted if
// action is cancelled.
//
///////////////////////////////////////////////////////////////////////////////////////////
local _killSound = (dayz_actionInProgress && (_type in ["bandage","chopwood","cook","gut","minestone","refuel","repair","tentpack"]));
if (_killSound) then {
local _dummy = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
_dummy hideObject true;
_dummy setPosATL (getPosATL _unit);
if (_type == "bandage") then {_dummy attachTo [_unit, [0,0,0]];};
_unit = _dummy;
_dummy spawn {
r_interrupt = false;
while {dayz_actionInProgress && !r_interrupt} do {
sleep 0.1;
};
if (r_interrupt) then {
1.5 fadeSpeech 0; // fade out
sleep 1.5; // wait
};
deleteVehicle _this; // kill sound
0 fadeSpeech 1; // restore sound
};
};
///////////////////////////////////////////////////////////////////////////////////////////
if (_local) then {
_unit say [_sound, _dis];
} else {
[nil,_unit,rSAY,[_sound, _dis]] call RE;
[nil, _unit, rSAY, [_sound, _dis]] call RE;
};
};