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[Client] Only play trap disarm sounds when the server approves disarming

This commit is contained in:
David Cernat 2020-02-26 22:24:58 +02:00
parent 9d3afc019a
commit 8b2bf941cd
3 changed files with 3 additions and 2 deletions

View file

@ -215,11 +215,11 @@ namespace MWClass
packet to do it instead
*/
//ptr.getCellRef().setTrap("");
//MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "Disarm Trap", 1.0f, 1.0f);
/*
End of tes3mp change (major)
*/
MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "Disarm Trap", 1.0f, 1.0f);
isTrapped = false;
/*

View file

@ -197,11 +197,11 @@ namespace MWClass
packet to do it instead
*/
//ptr.getCellRef().setTrap("");
//MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "Disarm Trap", 1.0f, 1.0f);
/*
End of tes3mp change (major)
*/
MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "Disarm Trap", 1.0f, 1.0f);
isTrapped = false;
/*

View file

@ -615,6 +615,7 @@ void ObjectList::triggerTrapObjects(MWWorld::CellStore* cellStore)
}
ptrFound.getCellRef().setTrap("");
MWBase::Environment::get().getSoundManager()->playSound3D(ptrFound, "Disarm Trap", 1.0f, 1.0f);
}
}
}