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Issue #1887: Equipped items do not emit sounds
Sounds are played only when actors draw state is equal to MWMechanics::DrawState_Nothing Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
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1 changed files with 2 additions and 1 deletions
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@ -664,12 +664,13 @@ bool NpcAnimation::addOrReplaceIndividualPart(ESM::PartReferenceType type, int g
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std::string soundId;
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std::string soundId;
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MWWorld::ContainerStoreIterator csi = mInv.getSlot(group < 0 ? MWWorld::InventoryStore::Slot_Helmet : group);
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MWWorld::ContainerStoreIterator csi = mInv.getSlot(group < 0 ? MWWorld::InventoryStore::Slot_Helmet : group);
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if (csi != mInv.end() && csi->getTypeName() == typeid(ESM::Light).name())
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if (csi != mInv.end() && csi->getTypeName() == typeid(ESM::Light).name())
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{
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{
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soundId = csi->get<ESM::Light>()->mBase->mSound;
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soundId = csi->get<ESM::Light>()->mBase->mSound;
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}
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}
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mObjectParts[type] = std::make_pair(insertBoundedPart(mesh, group, sPartList.at(type), enchantedGlow, glowColor), soundId);
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mObjectParts[type] = std::make_pair(insertBoundedPart(mesh, group, sPartList.at(type), enchantedGlow, glowColor), soundId);
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if (!soundId.empty())
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if (!soundId.empty() && mPtr.getClass().getCreatureStats(mPtr).getDrawState() == MWMechanics::DrawState_Nothing)
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{
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{
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MWBase::Environment::get().getSoundManager()->playSound3D(mPtr, soundId, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx,
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MWBase::Environment::get().getSoundManager()->playSound3D(mPtr, soundId, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx,
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MWBase::SoundManager::Play_Loop);
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MWBase::SoundManager::Play_Loop);
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