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Fix wrong sound when bumping peds
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60197c2d7e
commit
c3f49386ca
2 changed files with 6 additions and 6 deletions
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@ -4354,7 +4354,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nFrequency = 20000;
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AddFightSound:
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{
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uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float
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uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float
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uint8 damagerType = soundParams & 0xFF;
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uint32 weaponType = soundParams >> 8;
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@ -4402,7 +4402,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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case SOUND_WEAPON_BAT_ATTACK:
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case SOUND_WEAPON_KNIFE_ATTACK:
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{
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uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float
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uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float
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uint8 damagerType = soundParams & 0xFF;
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uint32 weaponType = soundParams >> 8;
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if (damagerType == ENTITY_TYPE_PED) {
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@ -2021,9 +2021,9 @@ CPed::PlayHitSound(CPed *hitTo)
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if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE) {
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if (m_curFightMove >= FIGHTMOVE_MELEE1) {
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if (m_curFightMove == FIGHTMOVE_MELEE3) {
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | 3);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
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} else {
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | 3);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
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}
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return;
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}
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@ -2048,7 +2048,7 @@ CPed::PlayHitSound(CPed *hitTo)
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}
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if (soundId != NO_SND)
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DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | 3);
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DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED);
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}
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// --MIAMI: Done
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@ -3567,7 +3567,7 @@ CPed::CollideWithPed(CPed *collideWith)
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animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
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collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
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if (m_nPedState == PED_ATTACK)
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f);
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}
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} else {
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// We're at his right side
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