//------------------------------------------------------------------------ void CProjectile::RicochetSound(const Vec3 &pos, const Vec3 &dir) { if (!m_pAmmoParams->pRicochet) return; ISound *pSound = gEnv->pSoundSystem->CreateSound(m_pAmmoParams->pRicochet->sound, FLAG_SOUND_DEFAULT_3D|FLAG_SOUND_SELFMOVING); if (pSound) { pSound->GetId(); pSound->SetSemantic(eSoundSemantic_Projectile); pSound->SetPosition(pos); pSound->SetDirection(dir*m_pAmmoParams->pRicochet->speed); pSound->Play(); } }
int CScriptBind_HUD::TacWarning(IFunctionHandler *pH) { CHUD *pHUD = g_pGame->GetHUD(); if (!pHUD) return pH->EndFunction(); std::vector<CHUDRadar::RadarEntity> buildings = *(pHUD->GetRadar()->GetBuildings()); for(int i = 0; i < buildings.size(); ++i) { IEntity *pEntity = gEnv->pEntitySystem->GetEntity(buildings[i].m_id); if(!stricmp(pEntity->GetClass()->GetName(), "HQ")) { Vec3 pos = pEntity->GetWorldPos(); pos.z += 10; ISound *pSound = gEnv->pSoundSystem->CreateSound("sounds/interface:multiplayer_interface:mp_tac_alarm_ambience", FLAG_SOUND_3D); if(pSound) { pSound->SetPosition(pos); pSound->Play(); } } } return pH->EndFunction(); }