From 4ad28ed36913b9073a86c6d86dfab45f1a634723 Mon Sep 17 00:00:00 2001 From: Chris Robinson Date: Thu, 25 Jul 2013 00:46:20 -0700 Subject: [PATCH] Don't play a weapon-down sound when unreadying a spell --- apps/openmw/mwmechanics/character.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index f07e07482d..5bfdcf0a71 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -399,12 +399,9 @@ bool CharacterController::updateNpcState() mUpperBodyState = UpperCharState_EquipingWeap; } - mWeaponType = weaptype; - getWeaponGroup(mWeaponType, mCurrentWeapon); - - if(weapon != inv.end()) + if(weapon != inv.end() && !(weaptype == WeapType_None && mWeaponType == WeapType_Spell)) { - std::string soundid = (mWeaponType == WeapType_None) ? + std::string soundid = (weaptype == WeapType_None) ? MWWorld::Class::get(*weapon).getDownSoundId(*weapon) : MWWorld::Class::get(*weapon).getUpSoundId(*weapon); if(!soundid.empty()) @@ -413,6 +410,9 @@ bool CharacterController::updateNpcState() sndMgr->playSound3D(mPtr, soundid, 1.0f, 1.0f); } } + + mWeaponType = weaptype; + getWeaponGroup(mWeaponType, mCurrentWeapon); }