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@ -311,14 +311,18 @@ namespace MWMechanics
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&& actor.getRefData().getPosition().pos[2] < 3000 &&
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MWBase::Environment::get().getSoundManager()->sayDone(actor))
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{
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float roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 10000; // [0, 9999]
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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// Don't bother if the player is out of hearing range
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static float fVoiceIdleOdds = MWBase::Environment::get().getWorld()->getStore()
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.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
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float x = fVoiceIdleOdds * MWBase::Environment::get().getFrameDuration();
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float roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 10000;
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// In vanilla MW the chance was FPS dependent, and did not allow proper changing of fVoiceIdleOdds
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// due to the roll being an integer.
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// Our implementation does not have these issues, so needs to be recalibrated. We chose to
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// use the chance MW would have when run at 60 FPS with the default value of the GMST for calibration.
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float x = fVoiceIdleOdds * 0.6 * (MWBase::Environment::get().getFrameDuration() / 0.1);
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// Only say Idle voices when player is in LOS
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// A bit counterintuitive, likely vanilla did this to reduce the appearance of
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