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author | Sergeanur <s.anureev@yandex.ua> | 2020-11-22 23:00:53 +0100 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-12-01 22:38:36 +0100 |
commit | 43d583139478a07b5d3fd8c5b318135bff4bb9b7 (patch) | |
tree | b518af1c18e4cda0655bf8e7ba84e74428e74aa0 /src/peds/PedFight.cpp | |
parent | TexturePools (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/peds/PedFight.cpp | 26 |
1 files changed, 2 insertions, 24 deletions
diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp index 4d4850e7..f0f38b75 100644 --- a/src/peds/PedFight.cpp +++ b/src/peds/PedFight.cpp @@ -28,9 +28,6 @@ //--MIAMI: file done except TODOs -// TODO(Miami) -#define AUDIO_NOT_READY - uint16 nPlayerInComboMove; RpClump* flyingClumpTemp; @@ -875,23 +872,14 @@ CPed::Attack(void) } switch (ourWeapon->m_AnimToPlay) { case ASSOCGRP_UNARMED: - if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) { -#ifdef AUDIO_NOT_READY - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f); -#else + if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (ourWeaponType << 8))); -#endif - } break; case ASSOCGRP_KNIFE: case ASSOCGRP_BASEBALLBAT: case ASSOCGRP_GOLFCLUB: case ASSOCGRP_CHAINSAW: -#ifdef AUDIO_NOT_READY - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f); -#else DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8))); -#endif break; default: break; @@ -1003,11 +991,7 @@ CPed::Attack(void) bIsAttacking = false; bIsPointingGunAt = false; m_shootTimer = CTimer::GetTimeInMilliseconds(); -#ifdef AUDIO_NOT_READY - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f); -#else DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType); -#endif return; } } @@ -1052,14 +1036,8 @@ CPed::Attack(void) ClearAimFlag(); // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) - if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd) { - -#ifdef AUDIO_NOT_READY - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f); -#else + if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd) DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType); -#endif - } // Fun fact: removing this part leds to reloading flamethrower if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { |