Fix playing weapon sounds

No more sounds audible on the whole map in bot modes, when bots change
weapon or have no ammo.
Gun change sound in bot code was a duplicate, so removed.
This commit is contained in:
aurhat
2015-04-25 20:11:26 +02:00
parent 0969310be2
commit 8916ad4fa4
2 changed files with 11 additions and 4 deletions
-1
View File
@@ -289,7 +289,6 @@ bool CBot::SelectGun(int Gun)
m_pMyEnt->gunselect = Gun;
if(m_pMyEnt->weaponsel->type != Gun)
{
audiomgr.playsound(S_GUNCHANGE, m_pMyEnt);
m_pMyEnt->weaponswitch(m_pMyEnt->weapons[Gun]);
m_iChangeWeaponDelay = lastmillis + 1000;
}
+11 -3
View File
@@ -918,7 +918,8 @@ void weapon::updatetimers(int millis)
void weapon::onselecting()
{
updatelastaction(owner);
audiomgr.playsound(S_GUNCHANGE, owner == player1? SP_HIGH : SP_NORMAL);
bool local = (owner == player1);
audiomgr.playsound(S_GUNCHANGE, owner, local ? SP_HIGH : SP_NORMAL);
}
void weapon::renderhudmodel() { renderhudmodel(owner->lastaction); }
@@ -1193,7 +1194,13 @@ void grenades::renderstats()
bool grenades::selectable() { return weapon::selectable() && state != GST_INHAND && mag; }
void grenades::reset() { throwmillis = 0; quicknade = false; state = GST_NONE; }
void grenades::onselecting() { reset(); audiomgr.playsound(S_GUNCHANGE); }
void grenades::onselecting()
{
reset();
bool local = (owner == player1);
audiomgr.playsound(S_GUNCHANGE, owner, local ? SP_HIGH : SP_NORMAL);
}
void grenades::onownerdies()
{
reset();
@@ -1226,7 +1233,8 @@ bool gun::attack(vec &targ)
updatelastaction(owner, attackmillis);
if(!mag)
{
audiomgr.playsoundc(S_NOAMMO);
bool local = (owner == player1);
audiomgr.playsound(S_NOAMMO, owner, local ? SP_HIGH : SP_NORMAL);
gunwait += 250;
owner->lastattackweapon = NULL;
shots = 0;