Correct creature landing sound type (bug #6118)

dont-compose-content
Alexei Dobrohotov 3 years ago
parent 5a434aebe0
commit 536dc6a0c6

@ -18,6 +18,7 @@
Bug #6101: Disarming trapped unlocked owned objects isn't considered a crime 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 #6107: Fatigue is incorrectly recalculated when fortify effect is applied or removed
Bug #6115: Showmap overzealous matching 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 #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 #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 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()) if(!sound.empty())
{ {
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
// NB: landing sound is not played for NPCs here if (soundgen == "left" || soundgen == "right")
if(soundgen == "left" || soundgen == "right" || soundgen == "land")
{ {
sndMgr->playSound3D(mPtr, sound, volume, pitch, MWSound::Type::Foot, sndMgr->playSound3D(mPtr, sound, volume, pitch, MWSound::Type::Foot,
MWSound::PlayMode::NoPlayerLocal); MWSound::PlayMode::NoPlayerLocal);

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