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	Correct creature landing sound type (bug #6118)
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					 2 changed files with 2 additions and 2 deletions
				
			
		|  | @ -18,6 +18,7 @@ | |||
|     Bug #6101: Disarming trapped unlocked owned objects isn't considered a crime | ||||
|     Bug #6107: Fatigue is incorrectly recalculated when fortify effect is applied or removed | ||||
|     Bug #6115: Showmap overzealous matching | ||||
|     Bug #6118: Creature landing sound counts as a footstep | ||||
|     Bug #6123: NPC with broken script freezes the game on hello | ||||
|     Bug #6129: Player avatar not displayed correctly for large window sizes when GUI scaling active | ||||
|     Bug #6131: Item selection in the avatar window not working correctly for large window sizes | ||||
|  |  | |||
|  | @ -989,8 +989,7 @@ void CharacterController::handleTextKey(const std::string &groupname, SceneUtil: | |||
|         if(!sound.empty()) | ||||
|         { | ||||
|             MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); | ||||
|             // NB: landing sound is not played for NPCs here
 | ||||
|             if(soundgen == "left" || soundgen == "right" || soundgen == "land") | ||||
|             if (soundgen == "left" || soundgen == "right") | ||||
|             { | ||||
|                 sndMgr->playSound3D(mPtr, sound, volume, pitch, MWSound::Type::Foot, | ||||
|                                     MWSound::PlayMode::NoPlayerLocal); | ||||
|  |  | |||
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