forked from mirror/openmw-tes3mp
Fix swish sound ID and play swish sound effects for all creatures (Fixes #3653)
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2 changed files with 19 additions and 7 deletions
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@ -1049,6 +1049,9 @@ bool CharacterController::updateCreatureState()
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mUpperBodyState = UpperCharState_StartToMinAttack;
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mUpperBodyState = UpperCharState_StartToMinAttack;
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mAttackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability());
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mAttackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability());
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if (weapType == WeapType_HandToHand)
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playSwishSound(0.0f);
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}
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}
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}
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}
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@ -1370,13 +1373,7 @@ bool CharacterController::updateWeaponState()
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}
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}
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else
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else
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{
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{
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std::string sound = "SwishM";
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playSwishSound(attackStrength);
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if(attackStrength < 0.5f)
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sndMgr->playSound3D(mPtr, sound, 1.0f, 0.8f); //Weak attack
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else if(attackStrength < 1.0f)
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sndMgr->playSound3D(mPtr, sound, 1.0f, 1.0f); //Medium attack
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else
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sndMgr->playSound3D(mPtr, sound, 1.0f, 1.2f); //Strong attack
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}
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}
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}
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}
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mAttackStrength = attackStrength;
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mAttackStrength = attackStrength;
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@ -2271,6 +2268,19 @@ void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr &target)
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mHeadTrackTarget = target;
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mHeadTrackTarget = target;
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}
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}
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void CharacterController::playSwishSound(float attackStrength)
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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std::string sound = "Weapon Swish";
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if(attackStrength < 0.5f)
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sndMgr->playSound3D(mPtr, sound, 1.0f, 0.8f); //Weak attack
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else if(attackStrength < 1.0f)
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sndMgr->playSound3D(mPtr, sound, 1.0f, 1.0f); //Medium attack
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else
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sndMgr->playSound3D(mPtr, sound, 1.0f, 1.2f); //Strong attack
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}
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void CharacterController::updateHeadTracking(float duration)
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void CharacterController::updateHeadTracking(float duration)
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{
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{
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const osg::Node* head = mAnimation->getNode("Bip01 Head");
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const osg::Node* head = mAnimation->getNode("Bip01 Head");
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@ -281,6 +281,8 @@ public:
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/// Make this character turn its head towards \a target. To turn off head tracking, pass an empty Ptr.
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/// Make this character turn its head towards \a target. To turn off head tracking, pass an empty Ptr.
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void setHeadTrackTarget(const MWWorld::ConstPtr& target);
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void setHeadTrackTarget(const MWWorld::ConstPtr& target);
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void playSwishSound(float attackStrength);
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};
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};
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MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype);
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MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype);
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