3536 {
3538 DayZPlayerTypeAnimTable table = type.GetSoundTable();
3539 AnimSoundEvent soundEvent;
3540 if (table)
3541 {
3542 soundEvent = table.GetSoundEvent(pUserInt);
3543 }
3544
3545 if (soundEvent != NULL)
3546 {
3547 if (!
g_Game.IsDedicatedServer())
3548 {
3550 if (GetCommand_Ladder())
3551 {
3553 }
3554 objectBuilder.AddEnvSoundVariables(
GetPosition());
3555
3557 if (soundObject != NULL)
3558 {
3561
3562 if (pUserString == "StopOnAnimEnd")
3564 }
3565 }
3566
3568 {
3569 if (soundEvent.m_NoiseParams != NULL)
3570 g_Game.GetNoiseSystem().AddNoise(
this, soundEvent.m_NoiseParams, NoiseAIEvaluate.GetNoiseReduction(
g_Game.GetWeather()));
3571 }
3572 }
3573 }
ref array< AbstractWave > m_PerformedActionSounds
void SetVariablesLadderSoundObjectBuilder(SoundObjectBuilder soundObjectBuilder)
void AttenuateSoundIfNecessary(SoundObject soundObject)
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
void SoundObject(SoundParams soundParams)
vector GetPosition()
Get the world position of the Effect.
proto native SoundObject BuildSoundObject(SoundObjectBuilder soundObjectbuilder)