Add handling of other fadeSound events in player_toggleMuteSound

Fixes icon staying up after fadeSound to 1 by unconscious and low blood
events.
This commit is contained in:
ebaydayz
2016-07-20 17:36:40 -04:00
parent f314a39e43
commit 2f844060ec
6 changed files with 14 additions and 3 deletions

View File

@@ -1,5 +1,7 @@
if (0 != count Dayz_constructionContext) then {
if (dayz_soundMuted) then {call player_toggleSoundMute;}; // disable before fadeSound
if (!(Dayz_constructionContext select 3)) then {
_ghost = Dayz_constructionContext select 0;
if (abs(([_ghost, player] call BIS_fnc_distance2D) - (1 + (sizeOf (typeOf _ghost)) * 0.5)) < 1) then {

View File

@@ -27,6 +27,7 @@ autoRunActive = false;
player playAction "CanNotMove";
"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0;
"colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1], [1, 1, 1, 0.0]];"colorCorrections" ppEffectCommit 0;
if (dayz_soundMuted) then {call player_toggleSoundMute;}; // hide icon before fadeSound
0 fadeSound 0.05;
while { (diag_tickTime - _start) < _timeout and r_player_unconscious and alive player } do {

View File

@@ -56,6 +56,7 @@ publicVariableServer "PVDZ_plr_Death";
_id = [player,20,true,getPosATL player] call player_alertZombies;
uiSleep 0.5;
player setDamage 1;
if (dayz_soundMuted) then {call player_toggleSoundMute;}; // hide icon before fadeSound
0.1 fadeSound 0;
player setVariable ["NORRN_unconscious", false, true];

View File

@@ -9,7 +9,7 @@ if (!isNil "_display") then {
if (dayz_soundMuted) then {
dayz_soundMuted = false;
1 fadeSound 1;
if (!r_player_unconscious && !deathHandled && !r_pitchWhine) then {1 fadeSound 1;};
_background ctrlShow false;
_icon ctrlShow false;
} else {