Handle swimleft and swimright soundgen keys

actorid
Chris Robinson 12 years ago
parent 109df46590
commit dfdd2dc308

@ -420,6 +420,10 @@ namespace MWClass
return 1;
return -1;
}
if(name == "swimleft")
return 2;
if(name == "swimright")
return 3;
if(name == "moan")
return 4;
if(name == "roar")

@ -940,6 +940,8 @@ namespace MWClass
{
MWBase::World *world = MWBase::Environment::get().getWorld();
Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
if(world->isSwimming(ptr))
return "Swim Left";
if(world->isUnderwater(ptr.getCell(), pos))
return "FootWaterLeft";
if(world->isOnGround(ptr))
@ -965,6 +967,8 @@ namespace MWClass
{
MWBase::World *world = MWBase::Environment::get().getWorld();
Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
if(world->isSwimming(ptr))
return "Swim Right";
if(world->isUnderwater(ptr.getCell(), pos))
return "FootWaterRight";
if(world->isOnGround(ptr))
@ -986,6 +990,10 @@ namespace MWClass
}
return "";
}
if(name == "swimleft")
return "Swim Left";
if(name == "swimright")
return "Swim Right";
// TODO: I have no idea what these are supposed to do for NPCs since they use
// voiced dialog for various conditions like health loss and combat taunts. Maybe
// only for biped creatures?

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