no bullethole sounds for local player

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2021 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2008-05-17 21:01:18 +00:00
parent bd7d14b807
commit 5e9c27405e
4 changed files with 9 additions and 10 deletions
+2 -2
View File
@@ -590,7 +590,7 @@ VARP(bullethole, 0, 1, 1);
VARP(bulletholettl, 0, 10000, 30000);
VARP(bulletbouncesoundrad, 0, 15, 1000);
bool addbullethole(const vec &from, const vec &to, float radius, bool noisy)
bool addbullethole(dynent *d, const vec &from, const vec &to, float radius, bool noisy)
{
if(!bulletholettl || !bullethole) return false;
vec surface, ray(to);
@@ -602,7 +602,7 @@ bool addbullethole(const vec &from, const vec &to, float radius, bool noisy)
o.add(ray.mul(dist));
o.add(vec(surface).mul(0.005f));
newparticle(o, surface, bulletholettl, 7);
if(noisy && bulletbouncesound && bulletbouncesoundrad && o.dist(camera1->o) <= bulletbouncesoundrad) playsound(S_BULLETHIT, &o, SP_LOW);
if(noisy && bulletbouncesound && bulletbouncesoundrad && d!=player1 && o.dist(camera1->o) <= bulletbouncesoundrad) playsound(S_BULLETHIT, &o, SP_LOW);
return true;
}