Don't play a weapon-down sound when unreadying a spell

actorid
Chris Robinson 12 years ago
parent 92cc566fdc
commit 4ad28ed369

@ -399,12 +399,9 @@ bool CharacterController::updateNpcState()
mUpperBodyState = UpperCharState_EquipingWeap;
}
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
if(weapon != inv.end())
if(weapon != inv.end() && !(weaptype == WeapType_None && mWeaponType == WeapType_Spell))
{
std::string soundid = (mWeaponType == WeapType_None) ?
std::string soundid = (weaptype == WeapType_None) ?
MWWorld::Class::get(*weapon).getDownSoundId(*weapon) :
MWWorld::Class::get(*weapon).getUpSoundId(*weapon);
if(!soundid.empty())
@ -413,6 +410,9 @@ bool CharacterController::updateNpcState()
sndMgr->playSound3D(mPtr, soundid, 1.0f, 1.0f);
}
}
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
}

Loading…
Cancel
Save