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@ -4,6 +4,7 @@
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#include "../mwbase/world.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/actorutil.hpp"
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@ -26,9 +27,18 @@ void MWWorld::Action::execute (const Ptr& actor, bool noSound)
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{
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{
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if(!mSoundId.empty() && !noSound)
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if(!mSoundId.empty() && !noSound)
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{
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{
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MWBase::SoundManager::PlayMode envType = MWBase::SoundManager::Play_Normal;
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// Action sounds should not have a distortion in GUI mode
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// example: take an item or drink a potion underwater
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if (actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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envType = MWBase::SoundManager::Play_NoEnv;
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}
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if(mKeepSound && actor == MWMechanics::getPlayer())
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if(mKeepSound && actor == MWMechanics::getPlayer())
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MWBase::Environment::get().getSoundManager()->playSound(mSoundId, 1.0, 1.0,
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MWBase::Environment::get().getSoundManager()->playSound(mSoundId, 1.0, 1.0,
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MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Normal, mSoundOffset
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MWBase::SoundManager::Play_TypeSfx, envType, mSoundOffset
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);
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);
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else
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else
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{
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{
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@ -37,12 +47,12 @@ void MWWorld::Action::execute (const Ptr& actor, bool noSound)
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MWBase::Environment::get().getSoundManager()->playSound3D(
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MWBase::Environment::get().getSoundManager()->playSound3D(
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(local ? actor : mTarget).getRefData().getPosition().asVec3(),
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(local ? actor : mTarget).getRefData().getPosition().asVec3(),
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mSoundId, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx,
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mSoundId, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx,
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MWBase::SoundManager::Play_Normal, mSoundOffset
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envType, mSoundOffset
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);
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);
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else
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else
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MWBase::Environment::get().getSoundManager()->playSound3D(local ? actor : mTarget,
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MWBase::Environment::get().getSoundManager()->playSound3D(local ? actor : mTarget,
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mSoundId, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx,
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mSoundId, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx,
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MWBase::SoundManager::Play_Normal, mSoundOffset
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envType, mSoundOffset
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);
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);
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}
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}
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}
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}
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