3306 {
3307 int eventReplaceID;
3308
3309 if (pEventType == "Sound")
3310 {
3312 {
3314 if (eventReplaceID > 0)
3315 {
3317 return;
3318 }
3319 }
3320
3322 }
3323 else if (pEventType == "SoundWeapon")
3324 {
3326 {
3328 if (eventReplaceID > 0)
3329 {
3331 return;
3332 }
3333 }
3334
3336 }
3337 else if (pEventType == "SoundAttachment")
3338 {
3340 }
3341 else if (pEventType == "SoundVoice")
3342 {
3344 {
3346 if (event_id > 0)
3347 {
3349 return;
3350 }
3351 }
3353 }
3354 else
3355 {
3356 Debug.Log(
"OnSoundEvent: Unknown sound event \"" + pEventType +
"\"");
3357 }
3358 }
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()