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Update idle voices according to research
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1 changed files with 3 additions and 3 deletions
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@ -308,8 +308,7 @@ namespace MWMechanics
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// Play idle voiced dialogue entries randomly
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// Play idle voiced dialogue entries randomly
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int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
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int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
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if (hello > 0 && !MWBase::Environment::get().getWorld()->isSwimming(actor)
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if (hello > 0 && !MWBase::Environment::get().getWorld()->isSwimming(actor)
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&& actor.getRefData().getPosition().pos[2] < 3000 &&
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&& MWBase::Environment::get().getSoundManager()->sayDone(actor))
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MWBase::Environment::get().getSoundManager()->sayDone(actor))
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{
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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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@ -327,7 +326,8 @@ namespace MWMechanics
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// Only say Idle voices when player is in LOS
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// Only say Idle voices when player is in LOS
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// A bit counterintuitive, likely vanilla did this to reduce the appearance of
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// A bit counterintuitive, likely vanilla did this to reduce the appearance of
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// voices going through walls?
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// voices going through walls?
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if (roll < x && Ogre::Vector3(player.getRefData().getPosition().pos).squaredDistance(Ogre::Vector3(pos.pos)) < 1500*1500
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if (roll < x && Ogre::Vector3(player.getRefData().getPosition().pos).squaredDistance(Ogre::Vector3(pos.pos))
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< 3000*3000 // maybe should be fAudioVoiceDefaultMaxDistance*fAudioMaxDistanceMult instead
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&& MWBase::Environment::get().getWorld()->getLOS(player, actor))
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&& MWBase::Environment::get().getWorld()->getLOS(player, actor))
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MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
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MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
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}
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}
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