Added weapon raising sound.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8733 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-01-18 06:49:52 +00:00
parent 3ef41189b2
commit 160829eb53
+53
View File
@@ -5602,6 +5602,59 @@ BOOLEAN SOLDIERTYPE::InternalSoldierReadyWeapon( UINT8 sFacingDir, BOOLEAN fEndR
//}//
}
// weapon raising sound
if (fReturnVal &&
!fEndReady &&
this->bVisible >= 0 &&
!WeaponReady(this) &&
this->inv[HANDPOS].exists() &&
this->inv[HANDPOS].usItem &&
Item[this->inv[HANDPOS].usItem].usItemClass & IC_GUN)
{
CHAR8 zFilename[512];
sprintf(zFilename, "");
switch (Weapon[Item[this->inv[HANDPOS].usItem].ubClassIndex].ubWeaponType)
{
case GUN_PISTOL:
sprintf(zFilename, "sounds\\equip\\Draw_Pistol.ogg");
break;
case GUN_M_PISTOL:
sprintf(zFilename, "sounds\\equip\\Draw_MP.ogg");
break;
case GUN_SMG:
sprintf(zFilename, "sounds\\equip\\Draw_SMG.ogg");
break;
case GUN_RIFLE:
sprintf(zFilename, "sounds\\equip\\Draw_Rifle.ogg");
break;
case GUN_SN_RIFLE:
sprintf(zFilename, "sounds\\equip\\Draw_Sniper.ogg");
break;
case GUN_AS_RIFLE:
sprintf(zFilename, "sounds\\equip\\Draw_AR.ogg");
break;
case GUN_LMG:
sprintf(zFilename, "sounds\\equip\\Draw_LMG.ogg");
break;
case GUN_SHOTGUN:
sprintf(zFilename, "sounds\\equip\\Draw_Shotgun.ogg");
break;
default:
sprintf(zFilename, "sounds\\equip\\Draw.ogg");
}
if (!FileExists(zFilename))
{
sprintf(zFilename, "sounds\\equip\\Draw.ogg");
}
if (FileExists(zFilename))
{
PlayJA2SampleFromFile(zFilename, RATE_11025, SoundVolume(HIGHVOLUME, this->sGridNo), 1, SoundDir(this->sGridNo));
}
}
return(fReturnVal);
}