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global function PainDeathSounds_Init
global function PlayDeathSounds
global function PlayPainSounds
global function TogglePainDeathDebug
struct PainOrDeathSound
{
bool functionref( entity, entity, bool, int, int ) isSoundTypeFunc
string alias_1p_victim_only
string alias_3p_except_victim
string alias_3p_attacker_only
string alias_3p_except_attacker
bool blocksPriority
int priority
}
struct
{
array< array<PainOrDeathSound> > painSounds
array< array<PainOrDeathSound> > deathSounds
bool painDeathDebug
} file
enum eBodyTypes
{
NPC_ANDROID
NPC_GRUNT
NPC_MARVIN
NPC_PROWLER
NPC_SPECIALIST
NPC_SPECTRE
NPC_STALKER
NPC_SUPER_SPECTRE
PLAYER_ANDROID_FEMALE
PLAYER_ANDROID_MALE
PLAYER_HUMAN_FEMALE
PLAYER_HUMAN_MALE
TITAN
total
}
int function GetBodyTypeIndexFromVictim( entity victim )
{
// can add hologram support if needed
if ( victim.IsHologram() )
return -1
if ( victim.IsTitan() )
return eBodyTypes.TITAN
if ( victim.IsPlayer() )
{
if ( victim.IsMechanical() )
{
if ( IsPlayerFemale( victim ) )
return eBodyTypes.PLAYER_ANDROID_FEMALE
return eBodyTypes.PLAYER_ANDROID_MALE
}
else
{
if ( IsPlayerFemale( victim ) )
return eBodyTypes.PLAYER_HUMAN_FEMALE
return eBodyTypes.PLAYER_HUMAN_MALE
}
}
if ( IsSpecialist( victim ) )
return eBodyTypes.NPC_SPECIALIST
if ( IsGrunt( victim ) )
return eBodyTypes.NPC_GRUNT
if ( IsProwler( victim ) )
return eBodyTypes.NPC_PROWLER
if ( IsSuperSpectre( victim ) )
return eBodyTypes.NPC_SUPER_SPECTRE
if ( IsSpectre( victim ) )
return eBodyTypes.NPC_SPECTRE
if ( IsStalker( victim ) )
return eBodyTypes.NPC_STALKER
if ( IsMarvin( victim ) )
return eBodyTypes.NPC_MARVIN
return -1
}
void function PainDeathSounds_Init()
{
file.painSounds.resize( eBodyTypes.total )
file.deathSounds.resize( eBodyTypes.total )
var dataTable = GetDataTable( $"datatable/pain_death_sounds.rpak" )
int numRows = GetDatatableRowCount( dataTable )
int eventColumn = GetDataTableColumnByName( dataTable, "event" )
int blocksPriorityColumn = GetDataTableColumnByName( dataTable, "blocksNextPriority" )
int methodColumn = GetDataTableColumnByName( dataTable, "method" )
int priorityColumn = GetDataTableColumnByName( dataTable, "priority" )
int bodyTypeColumn = GetDataTableColumnByName( dataTable, "bodyType" )
int alias_1p_victim_only_column = GetDataTableColumnByName( dataTable, "alias_1p_victim_only" )
int alias_3p_except_victim_column = GetDataTableColumnByName( dataTable, "alias_3p_except_victim" )
int alias_3p_attacker_only_column = GetDataTableColumnByName( dataTable, "alias_3p_attacker_only" )
int alias_3p_except_attacker_column = GetDataTableColumnByName( dataTable, "alias_3p_except_attacker" )
int visibleColumn = GetDataTableColumnByName( dataTable, "spmp" )
table<string,bool> visibleMask
visibleMask[ "spmp" ] <- true
if ( IsMultiplayer() )
visibleMask[ "mp" ] <- true
else if ( IsSingleplayer() )
visibleMask[ "sp" ] <- true
for ( int i = 0; i < numRows; i++ )
{
string visible = GetDataTableString( dataTable, i, visibleColumn )
if ( !( visible in visibleMask ) )
continue
int priority = GetDataTableInt( dataTable, i, priorityColumn )
bool blocksPriority = GetDataTableBool( dataTable, i, blocksPriorityColumn )
string event = GetDataTableString( dataTable, i, eventColumn )
string method = GetDataTableString( dataTable, i, methodColumn )
string bodyTypeName = GetDataTableString( dataTable, i, bodyTypeColumn )
string alias_1p_victim_only = GetDataTableString( dataTable, i, alias_1p_victim_only_column )
string alias_3p_except_victim = GetDataTableString( dataTable, i, alias_3p_except_victim_column )
string alias_3p_attacker_only = GetDataTableString( dataTable, i, alias_3p_attacker_only_column )
string alias_3p_except_attacker = GetDataTableString( dataTable, i, alias_3p_except_attacker_column )
int bodyType = eBodyTypes[ bodyTypeName ]
PainOrDeathSound painOrDeathSound
painOrDeathSound.isSoundTypeFunc = GetSoundTypeFuncFromName( method )
painOrDeathSound.alias_1p_victim_only = alias_1p_victim_only
painOrDeathSound.alias_3p_except_victim = alias_3p_except_victim
painOrDeathSound.alias_3p_attacker_only = alias_3p_attacker_only
painOrDeathSound.alias_3p_except_attacker = alias_3p_except_attacker
painOrDeathSound.blocksPriority = blocksPriority
painOrDeathSound.priority = priority
#if DEV
if ( priority < 100 || priority > 500 )
CodeWarning( "PainDeathSound event priority must be between 100 and 500. See " + event + " " + method )
#endif
switch ( event )
{
case "pain":
file.painSounds[ bodyType ].append( painOrDeathSound )
break
case "death":
file.deathSounds[ bodyType ].append( painOrDeathSound )
break
default:
CodeWarning( "Couldn't find pain/death event type " + event )
break
}
}
for ( int i = 0; i < eBodyTypes.total; i++ )
{
file.painSounds[ i ].sort( PainOrDeathSort )
file.deathSounds[ i ].sort( PainOrDeathSort )
}
}
int function PainOrDeathSort( PainOrDeathSound a, PainOrDeathSound b )
{
if ( a.priority < b.priority )
return -1
if ( b.priority < a.priority )
return 1
return 0
}
bool functionref( entity, entity, bool, int, int ) function GetSoundTypeFuncFromName( string method )
{
switch ( method )
{
case "SE_ANY":
return SE_ANY
case "SE_GIB":
return SE_GIB
case "SE_BULLET":
return SE_BULLET
case "SE_DISSOLVE":
return SE_DISSOLVE
case "SE_ELECTRICAL":
return SE_ELECTRICAL
case "SE_EXPLOSION":
return SE_EXPLOSION
case "SE_FALL":
return SE_FALL
case "SE_HEADSHOT_BULLET":
return SE_HEADSHOT_BULLET
case "SE_HEADSHOT_SHOTGUN":
return SE_HEADSHOT_SHOTGUN
case "SE_HEADSHOT_TITAN":
return SE_HEADSHOT_TITAN
case "SE_NECK_SNAP":
return SE_NECK_SNAP
case "SE_THERMITE_GRENADE":
return SE_THERMITE_GRENADE
case "SE_PROWLER":
return SE_PROWLER
case "SE_SMOKE":
return SE_SMOKE
case "SE_TITAN_STEP":
return SE_TITAN_STEP
}
}
bool function SE_ANY( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return true
}
bool function SE_GIB( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return bool( damageTypes & DF_GIB )
}
bool function SE_BULLET( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return bool( damageTypes & DF_BULLET )
}
bool function SE_DISSOLVE( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return bool( damageTypes & DF_DISSOLVE )
}
bool function SE_ELECTRICAL( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return bool( damageTypes & DF_ELECTRICAL )
}
bool function SE_EXPLOSION( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return bool( damageTypes & DF_EXPLOSION )
}
bool function SE_FALL( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return damageSourceID == eDamageSourceId.fall
}
bool function SE_HEADSHOT_BULLET( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
if ( !isValidHeadshot )
return false
return bool( damageTypes & DF_BULLET )
}
bool function SE_HEADSHOT_SHOTGUN( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
if ( !isValidHeadshot )
return false
return bool( damageTypes & DF_SHOTGUN )
}
bool function SE_HEADSHOT_TITAN( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
if ( !attacker.IsTitan() )
return false
return isValidHeadshot
}
bool function SE_NECK_SNAP( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return damageSourceID == eDamageSourceId.human_execution
}
bool function SE_THERMITE_GRENADE( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return damageSourceID == eDamageSourceId.mp_weapon_thermite_grenade
}
bool function SE_PROWLER( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
if ( !IsValid( attacker ) )
return false
return IsProwler( attacker )
}
bool function SE_SMOKE( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return damageSourceID == eDamageSourceId.mp_weapon_grenade_electric_smoke
}
bool function SE_TITAN_STEP( entity victim, entity attacker, bool isValidHeadshot, int damageTypes, int damageSourceID )
{
return bool( damageTypes & DF_TITAN_STEP )
}
void function PlayPainSounds( entity victim, var damageInfo )
{
int bodyType = GetBodyTypeIndexFromVictim( victim )
if ( bodyType >= 0 )
PlayPainOrDeathSounds( file.painSounds[ bodyType ], victim, damageInfo )
}
void function PlayDeathSounds( entity victim, var damageInfo )
{
int bodyType = GetBodyTypeIndexFromVictim( victim )
if ( bodyType >= 0 )
PlayPainOrDeathSounds( file.deathSounds[ bodyType ], victim, damageInfo )
}
void function PlayPainOrDeathSounds( array<PainOrDeathSound> soundEvents, entity victim, var damageInfo )
{
array<string> alias_1p_victim_only
array<string> alias_3p_except_victim
array<string> alias_3p_attacker_only
array<string> alias_3p_except_attacker
entity attacker = DamageInfo_GetAttacker( damageInfo )
bool isValidHeadshot = IsValidHeadShot( damageInfo, victim )
int damageTypes = DamageInfo_GetCustomDamageType( damageInfo )
int damageSourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
int lastPriority = 0
bool blockingPriority
foreach ( painOrDeathSound in soundEvents )
{
Assert( painOrDeathSound.priority >= lastPriority )
if ( blockingPriority )
{
if ( painOrDeathSound.priority > lastPriority )
break
}
if ( painOrDeathSound.isSoundTypeFunc( victim, attacker, isValidHeadshot, damageTypes, damageSourceID ) )
{
if ( painOrDeathSound.alias_1p_victim_only != "" )
alias_1p_victim_only.append( painOrDeathSound.alias_1p_victim_only )
if ( painOrDeathSound.alias_3p_except_victim != "" )
alias_3p_except_victim.append( painOrDeathSound.alias_3p_except_victim )
if ( painOrDeathSound.alias_3p_attacker_only != "" )
alias_3p_attacker_only.append( painOrDeathSound.alias_3p_attacker_only )
if ( painOrDeathSound.alias_3p_except_attacker != "" )
alias_3p_except_attacker.append( painOrDeathSound.alias_3p_except_attacker )
blockingPriority = painOrDeathSound.blocksPriority || blockingPriority
}
lastPriority = painOrDeathSound.priority
}
foreach ( sound in alias_3p_except_victim )
{
EmitSoundOnEntity( victim, sound )
}
if ( victim.IsPlayer() )
{
foreach ( sound in alias_1p_victim_only )
{
EmitSoundOnEntityOnlyToPlayer( victim, victim, sound )
}
}
if ( attacker.IsPlayer() )
{
foreach ( sound in alias_3p_except_attacker )
{
EmitSoundOnEntityExceptToPlayer( victim, attacker, sound )
}
foreach ( sound in alias_3p_attacker_only )
{
EmitSoundOnEntityOnlyToPlayer( victim, attacker, sound )
}
}
else
{
foreach ( sound in alias_3p_except_attacker )
{
EmitSoundOnEntity( victim, sound )
}
}
#if DEV
if ( !file.painDeathDebug )
return
foreach ( sound in alias_3p_except_victim )
{
printt( "PAIN_DEATH_DEBUG: EmitSoundOnEntity - " + sound )
}
if ( victim.IsPlayer() )
{
foreach ( sound in alias_1p_victim_only )
{
printt( "PAIN_DEATH_DEBUG: EmitSoundOnEntityOnlyToPlayer - " + sound )
}
}
if ( attacker.IsPlayer() )
{
foreach ( sound in alias_3p_except_attacker )
{
printt( "PAIN_DEATH_DEBUG: EmitSoundOnEntityExceptToPlayer - " + sound )
}
foreach ( sound in alias_3p_attacker_only )
{
printt( "PAIN_DEATH_DEBUG: EmitSoundOnEntityOnlyToPlayer - " + sound )
}
}
else
{
foreach ( sound in alias_3p_except_attacker )
{
printt( "PAIN_DEATH_DEBUG: EmitSoundOnEntity - " + sound )
}
}
#endif
}
void function TogglePainDeathDebug()
{
file.painDeathDebug = !file.painDeathDebug
printt( "PainDeathDebug is " + file.painDeathDebug )
}
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