DayZ 1.27
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◆ PlaySFX()

void PlaySFX ( int releaseCase = eCaptureState.CAPTURE)
private

См. определение в файле EasterEgg.c строка 239

240 {
241 if ( !GetGame().IsDedicatedServer() )
242 {
243 string soundSet = "";
244 if ( releaseCase == eCaptureState.CAPTURE )
245 {
246 PlaySoundSet( m_CaptureSound, "EasterEgg_Catch_SoundSet", 0, 0 );
247
248 m_CreatureSoundMap.Find( m_CaptureSoundHash, soundSet );
249 PlaySoundSet( m_CreatureSound, soundSet, 0, 0 );
250 }
251 else
252 {
253 if ( !m_DangerSound )
254 {
255 PlaySoundSet( m_CaptureSound, "EasterEgg_Spawn_SoundSet", 0, 0 );
256
257 m_CreatureSoundMap.Find( m_ReleaseSoundHash, soundSet );
258 PlaySoundSet( m_CreatureSound, soundSet, 0, 0 );
259 }
260 else
261 {
262 PlaySoundSet( m_CaptureSound, "EasterEgg_Spawn_Danger_SoundSet", 0, 0 );
263
264 m_CreatureSoundMap.Find( m_ReleaseSoundHash, soundSet );
265 PlaySoundSet( m_CreatureSound, soundSet, 0, 0 );
266 }
267 }
268 }
269 }
eCaptureState
Определения EasterEgg.c:2
EffectSound m_CreatureSound
Определения EasterEgg.c:29
int m_ReleaseSoundHash
Определения EasterEgg.c:34
ref map< int, string > m_CreatureSoundMap
Определения EasterEgg.c:32
bool m_DangerSound
Определения EasterEgg.c:30
EffectSound m_CaptureSound
Определения EasterEgg.c:28
int m_CaptureSoundHash
Определения EasterEgg.c:33
proto native CGame GetGame()

Перекрестные ссылки GetGame(), m_CaptureSound, m_CaptureSoundHash, m_CreatureSound, m_CreatureSoundMap, m_DangerSound и m_ReleaseSoundHash.

Используется в ContactEvent() и OnVariablesSynchronized().