add game&rawdata
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63
gamedata/scripts/heli_snd.script
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63
gamedata/scripts/heli_snd.script
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-- çâóê ðåàêöèè ïèëîòîâ âåðòîë¸òà íà ðàçíûå ñîáûòèÿ
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-- ×óãàé
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snd_see_enemy = {
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xr_sound.get_safe_sound_object( [[helicopter\see_enemy_1]] ),
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xr_sound.get_safe_sound_object( [[helicopter\see_enemy_2]] ),
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xr_sound.get_safe_sound_object( [[helicopter\see_enemy_3]] ),
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xr_sound.get_safe_sound_object( [[helicopter\see_enemy_4]] ),
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xr_sound.get_safe_sound_object( [[helicopter\see_enemy_5]] ),
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xr_sound.get_safe_sound_object( [[helicopter\see_enemy_6]] ),
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xr_sound.get_safe_sound_object( [[helicopter\see_enemy_7]] )
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}
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snd_hit = {
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xr_sound.get_safe_sound_object( [[helicopter\hit_1]] ),
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xr_sound.get_safe_sound_object( [[helicopter\hit_2]] ),
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xr_sound.get_safe_sound_object( [[helicopter\hit_3]] ),
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xr_sound.get_safe_sound_object( [[helicopter\hit_4]] ),
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xr_sound.get_safe_sound_object( [[helicopter\hit_5]] ),
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xr_sound.get_safe_sound_object( [[helicopter\hit_6]] ),
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xr_sound.get_safe_sound_object( [[helicopter\hit_7]] ),
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xr_sound.get_safe_sound_object( [[helicopter\hit_8]] ),
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xr_sound.get_safe_sound_object( [[helicopter\hit_9]] )
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}
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snd_damaged = {
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xr_sound.get_safe_sound_object( [[helicopter\damage_1]] ),
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xr_sound.get_safe_sound_object( [[helicopter\damage_2]] ),
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xr_sound.get_safe_sound_object( [[helicopter\damage_3]] ),
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xr_sound.get_safe_sound_object( [[helicopter\damage_4]] )
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}
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snd_down = {
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xr_sound.get_safe_sound_object( [[helicopter\death_1]] ),
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xr_sound.get_safe_sound_object( [[helicopter\death_2]] ),
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xr_sound.get_safe_sound_object( [[helicopter\death_3]] ),
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xr_sound.get_safe_sound_object( [[helicopter\death_4]] ),
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xr_sound.get_safe_sound_object( [[helicopter\death_5]] ),
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xr_sound.get_safe_sound_object( [[helicopter\death_6]] )
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}
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--------------------------------------------------------------------------------
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function play_snd( st, snd_set, priority )
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if not st.mute and
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( not st.snd_obj or
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not st.snd_obj:playing() or
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st.snd_priority < priority )
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then
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stop_snd( st )
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st.snd_obj = snd_set[math.random( 1, #snd_set )]
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st.snd_obj:play( db.actor, 0, sound_object.s2d )
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st.snd_priority = priority
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end
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end
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function stop_snd( st )
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if st.snd_obj then
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st.snd_obj:stop()
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end
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end
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