3675 {
3677 DayZPlayerTypeAnimTable table = type.GetSoundTable();
3678 AnimSoundEvent soundEvent;
3679 if (table)
3680 {
3681 soundEvent = table.GetSoundEvent(pUserInt);
3682 }
3683
3684 if (soundEvent != NULL)
3685 {
3686 if (!
g_Game.IsHeadlessOrDedicatedServer())
3687 {
3689 if (GetCommand_Ladder())
3690 {
3692 }
3693 objectBuilder.AddEnvSoundVariables(
GetPosition());
3694
3696 if (soundObject != NULL)
3697 {
3700
3701 if (pUserString == "StopOnAnimEnd")
3703 }
3704 }
3705
3707 {
3708 if (soundEvent.m_NoiseParams != NULL)
3709 g_Game.GetNoiseSystem().AddNoise(
this, soundEvent.m_NoiseParams);
3710 }
3711 }
3712 }
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)