3485 {
3486 int eventReplaceID = 0;
3487
3488 if (pEventType == "Sound")
3489 {
3491 {
3494 return;
3495 }
3496
3498 }
3499 else if (pEventType == "SoundWeapon")
3500 {
3502 {
3505 return;
3506 }
3507
3509 }
3510 else if (pEventType == "SoundAttachment")
3511 {
3513 }
3514 else if (pEventType == "SoundVoice")
3515 {
3517 {
3520
3522 {
3523 return;
3524 }
3525 else
3526 {
3527
3529 if (eventID > 0)
3530 {
3532 return;
3533 }
3534 }
3535 }
3536
3538 }
3539 else
3540 {
3541 Debug.Log(
"OnSoundEvent: Unknown sound event \"" + pEventType +
"\"");
3542 }
3543 }
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()