if (skipGearSound) exitWith {}; private["_type"]; _type="open_inventory"; if( (!isNull cursorTarget) && (player distance cursorTarget < 5) && (vehicle player == player) ) then { private["_cTarget"]; _cTarget=cursorTarget; _type = switch true do { case (_cTarget isKindOf "Bag_Base_EP1"):{"open_backpack"}; //backpacks on ground case ( (_cTarget isKindOf "CAManBase") && (alive _cTarget) && !(isNull unitBackpack _cTarget) ):{"open_backpack"}; //Person with backpack default {"open_inventory"}; //unknown, play cloth sounds //case (_cTarget isKindOf "Land_A_tent"):{"open_inventory"}; //Tents //case (_cTarget isKindOf "StashSmall"):{"open_stash_sm"}; //dirt pile stash //case (_cTarget isKindOf "StashMedium"):{"open_stash_md"}; //stash with wooden door //case (_cTarget isKindOf "AllVehicles"):{"open_vehicle"}; //"trunks" //case (typeof _cTarget == "WeaponHolder"):{"open_lootpile"}; //stuff on open ground }; }; /*Player doesn't have a cursor target, or its too far away, or they are in a vehicle. else{ if ( (vehicle player != player) && (vehicle player isKindOf "AllVehicles") ) then { //Player is in a vehicle, placeholder for vehicle trunk sounds(if added) _type="open_vehicle"; }; }; */ //MP:Player sound [player,_type,0,false,5] call dayz_zombieSpeak;