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WeaponSoundSelector.pas
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WeaponSoundSelector.pas
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unit WeaponSoundSelector;
{$IFDEF FPC}{$MODE DELPHI}{$ENDIF}
interface
function Init:boolean;
implementation
uses ActorUtils, BaseGameData, HudItemUtils, gunsl_config, xr_Cartridge;
function MagazinedWeaponReloadSoundSelector(wpn:pointer):PChar; stdcall;
var
detector_now: boolean;
begin
detector_now:=(GetActor<>nil) and (GetOwner(wpn)=GetActor()) and IsHolderHasActiveDetector(wpn);
//default
if detector_now and game_ini_r_bool_def(GetHUDSection(wpn), 'use_reload_detector_snd', false) then
result:='sndReloadDetector'
else
result:='sndReload';
//special cases after selecting default
if IsWeaponJammed(wpn) then begin
if GetAmmoInMagCount(wpn)<=0 then begin
if detector_now and game_ini_line_exist(GetHUDSection(wpn), 'use_jammed_last_detector_snd') and game_ini_r_bool(GetHUDSection(wpn), 'use_jammed_last_detector_snd') then
result:='sndReloadJammedLastDetector'
else
result:='sndReloadJammedLast';
end else begin
if detector_now and game_ini_line_exist(GetHUDSection(wpn), 'use_jammed_detector_snd') and game_ini_r_bool(GetHUDSection(wpn), 'use_jammed_detector_snd') then
result:='sndReloadJammedDetector'
else
result:='sndReloadJammed';
end;
SetAmmoTypeChangingStatus(wpn, $FF);
end else if GetAmmoInMagCount(wpn)<=0 then begin
if detector_now and game_ini_line_exist(GetHUDSection(wpn), 'use_empty_detector_snd') and game_ini_r_bool(GetHUDSection(wpn), 'use_empty_detector_snd') then begin
if (IsBM16(wpn)) and (CWeapon__GetAmmoCount(wpn, GetAmmoTypeToReload(wpn))<2) then begin
if (GetAmmoTypeChangingStatus(wpn)=$FF) then
result:='sndReloadOnlyDetector'
else
result:='sndReloadOnlyAmmochangeDetector';
end else begin
result:='sndReloadEmptyDetector'
end;
end else begin
if (IsBM16(wpn)) and (CWeapon__GetAmmoCount(wpn, GetAmmoTypeToReload(wpn))<2) then begin
if (GetAmmoTypeChangingStatus(wpn)=$FF) then
result:='sndReloadOnly'
else
result:='sndReloadOnlyAmmochange';
end else begin
result:='sndReloadEmpty';
end
end;
end else if GetAmmoTypeChangingStatus(wpn)<>$FF then begin
if detector_now and game_ini_line_exist(GetHUDSection(wpn), 'use_changeammo_detector_snd') and game_ini_r_bool(GetHUDSection(wpn), 'use_changeammo_detector_snd') then begin
if (IsBM16(wpn)) and (CWeapon__GetAmmoCount(wpn, GetAmmoTypeToReload(wpn))<2) then begin
if GetCurrentAmmoCount(wpn)=1 then begin
result:='sndChangeCartridgeTypeDetectorOneOnly'
end else begin
result:='sndChangeCartridgeTypeDetectorOnly'
end;
end else begin
if (IsBM16(wpn)) and (GetCurrentAmmoCount(wpn)=1) then begin
result:='sndChangeCartridgeTypeOneDetector';
end else begin
result:='sndChangeCartridgeTypeDetector';
end;
end;
end else begin
if (IsBM16(wpn)) and (CWeapon__GetAmmoCount(wpn, GetAmmoTypeToReload(wpn))<2) then begin
if GetCurrentAmmoCount(wpn)=1 then begin
result:='sndChangeCartridgeTypeOneOnly'
end else begin
result:='sndChangeCartridgeTypeOnly'
end;
end else begin
if (IsBM16(wpn)) and (GetCurrentAmmoCount(wpn)=1) then begin
result:='sndChangeCartridgeTypeOne';
end else begin
result:='sndChangeCartridgeType';
end;
end;
end;
end;
end;
procedure MagazinedWeaponReloadSoundPatch; stdcall;
asm
push eax
pushad
pushfd
mov eax,[esp+$28]
mov [esp+$24], eax
sub esi, $5B1
push esi
call MagazinedWeaponReloadSoundSelector
mov [esp+$28], eax
popfd
popad
ret
end;
procedure CWeaponBM16__PlayReloadSound(wpn:pointer); stdcall;
//ïåðåîïðåäåëÿåì ôóíêöèþ
begin
CHudItem_Play_Snd(wpn, MagazinedWeaponReloadSoundSelector(wpn));
end;
procedure CWeaponBM16__PlayReloadSound_Patch(); stdcall;
asm
pushad
push ecx
call CWeaponBM16__PlayReloadSound
popad
end;
function Init:boolean;
var jmp_addr:cardinal;
begin
result:=false;
jmp_addr:=xrGame_addr+$2CCE6F;
if not WriteJump(jmp_addr, cardinal(@MagazinedWeaponReloadSoundPatch), 5, true) then exit;
jmp_addr:=xrGame_addr+$2E0060;
if not WriteJump(jmp_addr, cardinal(@CWeaponBM16__PlayReloadSound_Patch), 9, false) then exit;
result:=true;
end;
end.