26 const float SOUND_INTERVALS_LIGHT_MIN = 15;
const float SOUND_INTERVALS_LIGHT_MAX = 30;
27 const float SOUND_INTERVALS_MEDIUM_MIN = 10;
const float SOUND_INTERVALS_MEDIUM_MAX = 25;
28 const float SOUND_INTERVALS_HEAVY_MIN = 3;
const float SOUND_INTERVALS_HEAVY_MAX = 12;
30 ref HumanMovementState m_MovementState =
new HumanMovementState;
41 m_Player.GetMovementState(m_MovementState);
42 int speed = m_MovementState.m_iMovement;
43 int stance = m_MovementState.m_iStanceIdx;
72 m_InjuryLevel =
m_Player.m_HealthLevel;
85 int currentTime =
g_Game.GetTime();
86 if( currentTime > m_SoundTime)
92 m_SoundTime = currentTime + offset_time;
97 offset_time =
Math.RandomFloatInclusive(SOUND_INTERVALS_LIGHT_MIN, SOUND_INTERVALS_LIGHT_MAX) * 1000;
101 offset_time =
Math.RandomFloatInclusive(SOUND_INTERVALS_MEDIUM_MIN, SOUND_INTERVALS_MEDIUM_MAX) * 1000;
105 offset_time =
Math.RandomFloatInclusive(SOUND_INTERVALS_HEAVY_MIN, SOUND_INTERVALS_HEAVY_MAX) * 1000;
107 m_SoundTime =
g_Game.GetTime() + offset_time;
enum eInjurySoundZones Init()
Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside o...