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Overheating - Fix jamming sound (acemod#7463)
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* This sound was heard all over the map

* secondaryWeapon changed to handgunWeapon

* add jamming sound

* add yourself to AUTHORS.txt
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Panisher committed Jan 22, 2020
1 parent 2c2ddfc commit 9c1cd14
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Showing 3 changed files with 11 additions and 2 deletions.
1 change: 1 addition & 0 deletions AUTHORS.txt
Original file line number Diff line number Diff line change
Expand Up @@ -120,6 +120,7 @@ nomisum <nomisum@gmail.com>
OnkelDisMaster <onkeldismaster@gmail.com>
Orbis2358 <mgkid3310@naver.com>
oscarmolinadev
Panisher (Tushino Serious Games) <panisher333@gmail.com>
PaxJaromeMalues <seemax1991@gmail.com>
PiZZADOX <509thParachuteInfantry@gmail.com>
Phyma <sethramstrom@gmail.com>
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2 changes: 1 addition & 1 deletion addons/overheating/functions/fnc_clearJam.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@ if (_weapon in _jammedWeapons) then {
if (_weapon == primaryWeapon _unit) then {
playSound QGVAR(fixing_rifle);
} else {
if (_weapon == secondaryWeapon _unit) then {
if (_weapon == handgunWeapon _unit) then {
playSound QGVAR(fixing_pistol);
};
};
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10 changes: 9 additions & 1 deletion addons/overheating/functions/fnc_jamWeapon.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,14 @@ if (_ammo > 0) then {
}, [_unit, _weapon, _ammo]] call CBA_fnc_execNextFrame;
};

if (_weapon == primaryWeapon _unit) then {
playSound QGVAR(jamming_rifle);
} else {
if (_weapon == handgunWeapon _unit) then {
playSound QGVAR(jamming_pistol);
};
};

// only display the hint once, after you try to shoot an already jammed weapon
GVAR(knowAboutJam) = false;

Expand All @@ -55,7 +63,7 @@ if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
};

private _statement = {
playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0, false, eyePos (_this select 0), 1, 1, 15];

if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0} && {GVAR(DisplayTextOnJam)}) then {
[localize LSTRING(WeaponJammed)] call EFUNC(common,displayTextStructured);
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