mirror of
https://github.com/OpenMW/openmw.git
synced 2025-03-03 09:39:40 +00:00
Correct creature landing sound type (bug #6118)
This commit is contained in:
parent
5a434aebe0
commit
536dc6a0c6
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);
|
||||
|
|
Loading…
Reference in a new issue