3372 {
3373 int eventReplaceID;
3374
3375 if (pEventType == "Sound")
3376 {
3378 {
3380 if (eventReplaceID > 0)
3381 {
3383 return;
3384 }
3385 }
3386
3388 }
3389 else if (pEventType == "SoundWeapon")
3390 {
3392 {
3394 if (eventReplaceID > 0)
3395 {
3397 return;
3398 }
3399 }
3400
3402 }
3403 else if (pEventType == "SoundAttachment")
3404 {
3406 }
3407 else if (pEventType == "SoundVoice")
3408 {
3410 {
3412 if (event_id > 0)
3413 {
3415 return;
3416 }
3417 }
3419 }
3420 else
3421 {
3422 Debug.Log(
"OnSoundEvent: Unknown sound event \"" + pEventType +
"\"");
3423 }
3424 }
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()