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Idle voice fix

This commit is contained in:
scrawl 2015-01-14 00:07:14 +01:00
parent 2ac4a74a34
commit a3c861b7fa

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