Play locked sounds on locked objects instead of actors

pull/35/head
Allofich 9 years ago
parent 6b45a757a9
commit cb9bb92b26

@ -190,7 +190,7 @@ namespace MWClass
}
else
{
boost::shared_ptr<MWWorld::Action> action(new MWWorld::FailedAction);
boost::shared_ptr<MWWorld::Action> action(new MWWorld::FailedAction(std::string(), ptr));
action->setSound(lockedSound);
return action;
}

@ -220,7 +220,7 @@ namespace MWClass
else
{
// locked, and we can't open.
boost::shared_ptr<MWWorld::Action> action(new MWWorld::FailedAction);
boost::shared_ptr<MWWorld::Action> action(new MWWorld::FailedAction(std::string(), ptr));
action->setSound(lockedSound);
return action;
}

@ -8,8 +8,8 @@
namespace MWWorld
{
FailedAction::FailedAction(const std::string &msg)
: Action(false), mMessage(msg)
FailedAction::FailedAction(const std::string &msg, const Ptr& target)
: Action(false, target), mMessage(msg)
{ }
void FailedAction::executeImp(const Ptr &actor)

@ -13,7 +13,7 @@ namespace MWWorld
virtual void executeImp(const Ptr &actor);
public:
FailedAction(const std::string &message = std::string());
FailedAction(const std::string &message = std::string(), const Ptr& target = Ptr());
};
}

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