3348 {
3349 int eventReplaceID = 0;
3350
3351 if (pEventType == "Sound")
3352 {
3354 {
3357 return;
3358 }
3359
3361 }
3362 else if (pEventType == "SoundWeapon")
3363 {
3365 {
3368 return;
3369 }
3370
3372 }
3373 else if (pEventType == "SoundAttachment")
3374 {
3376 }
3377 else if (pEventType == "SoundVoice")
3378 {
3380 {
3383
3385 {
3386 return;
3387 }
3388 else
3389 {
3390
3392 if (eventID > 0)
3393 {
3395 return;
3396 }
3397 }
3398 }
3399
3401 }
3402 else
3403 {
3404 Debug.Log(
"OnSoundEvent: Unknown sound event \"" + pEventType +
"\"");
3405 }
3406 }
void ProcessSoundEvent(string pEventType, string pUserString, int pUserInt)
ref PlayerSoundEventHandler m_PlayerSoundEventHandler
AbstractWave ProcessVoiceEvent(string pEventType, string pUserString, int pUserInt)
void ProcessAttachmentEvent(string pEventType, string pUserString, int pUserInt)
bool PlaySoundEvent(EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false)
bool PlaySoundEventType(ESoundEventType soundType, int soundEventID, int param=0)
Handle sound event by respective sound handler based on its type.
void ProcessWeaponEvent(string pEventType, string pUserString, int pUserInt)
ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()