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Fix wrong sound when bumping peds

This commit is contained in:
Sergeanur 2021-01-01 15:11:12 +02:00
parent 60197c2d7e
commit c3f49386ca
2 changed files with 6 additions and 6 deletions

View file

@ -4354,7 +4354,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nFrequency = 20000;
AddFightSound:
{
uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float
uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float
uint8 damagerType = soundParams & 0xFF;
uint32 weaponType = soundParams >> 8;
@ -4402,7 +4402,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
case SOUND_WEAPON_BAT_ATTACK:
case SOUND_WEAPON_KNIFE_ATTACK:
{
uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float
uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float
uint8 damagerType = soundParams & 0xFF;
uint32 weaponType = soundParams >> 8;
if (damagerType == ENTITY_TYPE_PED) {

View file

@ -2021,9 +2021,9 @@ CPed::PlayHitSound(CPed *hitTo)
if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE) {
if (m_curFightMove >= FIGHTMOVE_MELEE1) {
if (m_curFightMove == FIGHTMOVE_MELEE3) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | 3);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
} else {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | 3);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
}
return;
}
@ -2048,7 +2048,7 @@ CPed::PlayHitSound(CPed *hitTo)
}
if (soundId != NO_SND)
DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | 3);
DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED);
}
// --MIAMI: Done
@ -3567,7 +3567,7 @@ CPed::CollideWithPed(CPed *collideWith)
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
if (m_nPedState == PED_ATTACK)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f);
}
} else {
// We're at his right side