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Adjusted swish sounds
Sorry Chris, I was wrong. The game actually uses SwishM for every attack, but at a different pitch depending on the force of the attack. I realized it after testing your changes.
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1 changed files with 3 additions and 3 deletions
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@ -502,11 +502,11 @@ bool CharacterController::updateNpcState()
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{
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(complete < 0.5f)
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if(complete < 0.5f)
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sndMgr->playSound3D(mPtr, "SwishL", 1.0f, 1.0f);
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sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 0.8f); //Weak attack
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else if(complete < 1.0f)
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else if(complete < 1.0f)
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sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 1.0f);
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sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 1.0f); //Medium attack
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else
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else
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sndMgr->playSound3D(mPtr, "SwishS", 1.0f, 1.0f);
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sndMgr->playSound3D(mPtr, "SwishM", 1.0f, 1.2f); //Strong attack
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}
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}
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stats.setAttackStrength(complete);
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stats.setAttackStrength(complete);
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