TFE Minigun sound offsets bug fix

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Skyrimus 2021-11-09 20:56:45 +03:00 committed by GitHub
parent 8f1a2733d8
commit 1f13b5ca29
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@ -3967,7 +3967,7 @@ procedures:
// spin start sounds
PlaySound(pl.m_soWeapon2, SOUND_MINIGUN_CLICK, SOF_3D|SOF_VOLUMETRIC);
PlaySound(pl.m_soWeapon1, SOUND_MINIGUN_SPINUP, SOF_3D|SOF_VOLUMETRIC);
pl.m_soWeapon1.SetOffset((m_aMiniGunSpeed/MINIGUN_FULLSPEED)*MINIGUN_SPINUPSOUND);
//pl.m_soWeapon1.SetOffset((m_aMiniGunSpeed/MINIGUN_FULLSPEED)*MINIGUN_SPINUPSOUND);
if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Minigun_rotateup");}
// while not at full speed and fire is held
while (m_aMiniGunSpeed<MINIGUN_FULLSPEED && HoldingFire()) {
@ -4115,7 +4115,7 @@ procedures:
// spin down sounds
PlaySound(pl.m_soWeapon3, SOUND_MINIGUN_CLICK, SOF_3D|SOF_VOLUMETRIC);
PlaySound(pl.m_soWeapon1, SOUND_MINIGUN_SPINDOWN, SOF_3D|SOF_VOLUMETRIC|SOF_SMOOTHCHANGE);
pl.m_soWeapon1.SetOffset((1-m_aMiniGunSpeed/MINIGUN_FULLSPEED)*MINIGUN_SPINDNSOUND);
//pl.m_soWeapon1.SetOffset((1-m_aMiniGunSpeed/MINIGUN_FULLSPEED)*MINIGUN_SPINDNSOUND);
if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_StopEffect("Minigun_rotate");}
if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Minigun_rotatedown");}