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

@@ -8,7 +8,10 @@ while {1==1} do {
playSound "heartbeat_1";
addCamShake [2, 0.5, 25];
if (r_player_lowblood) then {
0 fadeSound ((r_player_blood/r_player_bloodTotal) + 0.5);
if (!dayz_soundMuted) then {
// muted is 0.25, so this is always higher
0 fadeSound ((r_player_blood/r_player_bloodTotal) + 0.5);
};
"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2;
};
uiSleep 0.5;

View File

@@ -19,7 +19,11 @@ fnc_usec_pitchWhine = {
playMusic ["PitchWhine",0];
if (!r_player_unconscious) then {
_visual call fnc_usec_bulletHit;
_sound fadeSound 1;
if (dayz_soundMuted) then {
_sound fadeSound 0.25;
} else {
_sound fadeSound 1;
};
};
r_pitchWhine = true;
[] spawn {