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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Add handling of other fadeSound events in player_toggleMuteSound
Fixes icon staying up after fadeSound to 1 by unconscious and low blood events.
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@@ -1,5 +1,7 @@
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if (0 != count Dayz_constructionContext) then {
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if (0 != count Dayz_constructionContext) then {
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if (dayz_soundMuted) then {call player_toggleSoundMute;}; // disable before fadeSound
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if (!(Dayz_constructionContext select 3)) then {
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if (!(Dayz_constructionContext select 3)) then {
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_ghost = Dayz_constructionContext select 0;
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_ghost = Dayz_constructionContext select 0;
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if (abs(([_ghost, player] call BIS_fnc_distance2D) - (1 + (sizeOf (typeOf _ghost)) * 0.5)) < 1) then {
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if (abs(([_ghost, player] call BIS_fnc_distance2D) - (1 + (sizeOf (typeOf _ghost)) * 0.5)) < 1) then {
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@@ -27,6 +27,7 @@ autoRunActive = false;
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player playAction "CanNotMove";
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player playAction "CanNotMove";
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0;
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0;
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"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;
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"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;
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if (dayz_soundMuted) then {call player_toggleSoundMute;}; // hide icon before fadeSound
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0 fadeSound 0.05;
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0 fadeSound 0.05;
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while { (diag_tickTime - _start) < _timeout and r_player_unconscious and alive player } do {
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while { (diag_tickTime - _start) < _timeout and r_player_unconscious and alive player } do {
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@@ -56,6 +56,7 @@ publicVariableServer "PVDZ_plr_Death";
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_id = [player,20,true,getPosATL player] call player_alertZombies;
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_id = [player,20,true,getPosATL player] call player_alertZombies;
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uiSleep 0.5;
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uiSleep 0.5;
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player setDamage 1;
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player setDamage 1;
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if (dayz_soundMuted) then {call player_toggleSoundMute;}; // hide icon before fadeSound
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0.1 fadeSound 0;
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0.1 fadeSound 0;
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player setVariable ["NORRN_unconscious", false, true];
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player setVariable ["NORRN_unconscious", false, true];
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@@ -9,7 +9,7 @@ if (!isNil "_display") then {
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if (dayz_soundMuted) then {
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if (dayz_soundMuted) then {
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dayz_soundMuted = false;
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dayz_soundMuted = false;
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1 fadeSound 1;
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if (!r_player_unconscious && !deathHandled && !r_pitchWhine) then {1 fadeSound 1;};
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_background ctrlShow false;
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_background ctrlShow false;
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_icon ctrlShow false;
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_icon ctrlShow false;
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} else {
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} else {
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@@ -8,7 +8,10 @@ while {1==1} do {
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playSound "heartbeat_1";
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playSound "heartbeat_1";
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addCamShake [2, 0.5, 25];
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addCamShake [2, 0.5, 25];
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if (r_player_lowblood) then {
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if (r_player_lowblood) then {
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0 fadeSound ((r_player_blood/r_player_bloodTotal) + 0.5);
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if (!dayz_soundMuted) then {
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// muted is 0.25, so this is always higher
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0 fadeSound ((r_player_blood/r_player_bloodTotal) + 0.5);
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};
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2;
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2;
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};
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};
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uiSleep 0.5;
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uiSleep 0.5;
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@@ -19,7 +19,11 @@ fnc_usec_pitchWhine = {
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playMusic ["PitchWhine",0];
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playMusic ["PitchWhine",0];
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if (!r_player_unconscious) then {
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if (!r_player_unconscious) then {
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_visual call fnc_usec_bulletHit;
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_visual call fnc_usec_bulletHit;
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_sound fadeSound 1;
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if (dayz_soundMuted) then {
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_sound fadeSound 0.25;
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} else {
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_sound fadeSound 1;
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};
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};
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};
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r_pitchWhine = true;
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r_pitchWhine = true;
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[] spawn {
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[] spawn {
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