Merged from revision: 7155

Custom sounds for non-guns (by anv)
- knives, throwing knives, blunt weapons can use attack sounds specified with <sSound> tag - previously their sound was chosen depending on animation used and hardcoded - it should open space for exotic weapons like chainsaws, lawn mowers, jackhammers, etc. If <sSound> is left unspecified, default hardcoded sound will be used normally.
- knives, throwing knives, blunt weapons, launchers on attack can cause noise specified with <ubAttackVolume>, previously it was ignored for anything but guns,
- small fix for knife/wire cutters combo where using it on empty grid would cause deadlock during battle.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7156 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-04-19 09:24:17 +00:00
parent 4f7e06b75e
commit cd1c0a4e43
3 changed files with 42 additions and 4 deletions
+24 -2
View File
@@ -2714,7 +2714,18 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
case 709:
// Knife throw sound...
PlayJA2Sample( Weapon[ THROWING_KNIFE ].sSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
// anv: possiblity to use custom sounds for throwing knives
{
UINT16 usedWeapon = pSoldier->GetUsedWeaponNumber( &pSoldier->inv[ pSoldier->ubAttackingHand ] );
if ( Weapon[ usedWeapon ].sSound != 0 )
{
PlayJA2Sample( Weapon[ usedWeapon ].sSound, 44100-Random(5000)-Random(5000)-Random(5000), SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else
{
PlayJA2Sample( Weapon[ THROWING_KNIFE ].sSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
break;
case 710:
@@ -2909,7 +2920,18 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
case 727:
// Swoosh
PlaySoldierJA2Sample( pSoldier->ubID, (UINT8)( SWOOSH_1 + Random( 6 ) ), RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
// anv: possiblity to use custom sounds for melee weapons
{
UINT16 usedWeapon = pSoldier->GetUsedWeaponNumber( &pSoldier->inv[ pSoldier->ubAttackingHand ] );
if ( Weapon[ usedWeapon ].sSound != 0 )
{
PlayJA2Sample( Weapon[ usedWeapon ].sSound, 44100-Random(5000)-Random(5000)-Random(5000), SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else
{
PlaySoldierJA2Sample( pSoldier->ubID, (UINT8)( SWOOSH_1 + Random( 6 ) ), RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
}
}
break;
case 728: