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@ -44,7 +44,7 @@
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namespace
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{
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ESM::EffectList getMagicBoltData(std::vector<std::string>& projectileIDs, std::vector<std::string>& sounds, float& speed, std::string& texture, std::string& sourceName, const std::string& id)
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ESM::EffectList getMagicBoltData(std::vector<std::string>& projectileIDs, std::set<std::string>& sounds, float& speed, std::string& texture, std::string& sourceName, const std::string& id)
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{
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const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
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const ESM::EffectList* effects;
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@ -88,9 +88,9 @@ namespace
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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if (!magicEffect->mBoltSound.empty())
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sounds.push_back(magicEffect->mBoltSound);
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sounds.emplace(magicEffect->mBoltSound);
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else
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sounds.push_back(schools[magicEffect->mData.mSchool] + " bolt");
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sounds.emplace(schools[magicEffect->mData.mSchool] + " bolt");
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projectileEffects.mList.push_back(*iter);
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}
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@ -297,9 +297,9 @@ namespace MWWorld
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createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, true, lightDiffuseColor, texture);
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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for (size_t it = 0; it != state.mSoundIds.size(); it++)
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for (const std::string &soundid : state.mSoundIds)
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{
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MWBase::Sound *sound = sndMgr->playSound3D(pos, state.mSoundIds.at(it), 1.0f, 1.0f,
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MWBase::Sound *sound = sndMgr->playSound3D(pos, soundid, 1.0f, 1.0f,
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MWSound::Type::Sfx, MWSound::PlayMode::Loop);
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if (sound)
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state.mSounds.push_back(sound);
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@ -656,9 +656,9 @@ namespace MWWorld
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createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, lightDiffuseColor, texture);
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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for (size_t soundIter = 0; soundIter != state.mSoundIds.size(); soundIter++)
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for (const std::string &soundid : state.mSoundIds)
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{
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MWBase::Sound *sound = sndMgr->playSound3D(esm.mPosition, state.mSoundIds.at(soundIter), 1.0f, 1.0f,
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MWBase::Sound *sound = sndMgr->playSound3D(esm.mPosition, soundid, 1.0f, 1.0f,
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MWSound::Type::Sfx, MWSound::PlayMode::Loop);
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if (sound)
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state.mSounds.push_back(sound);
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