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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
Added position to HDFirearm DeactivationSound and Actor AlertSound since they were missing them. I don't think the latter is ever used, but it'll play the sound at the alarm point.
Added special handling to ActivateSound so it can account for global pitch while setting its own pitch. This'll be changed to be less wonky in future
Made ActiveSound and DeactivationSound move with the gun making them.
Copy file name to clipboardExpand all lines: Entities/HDFirearm.cpp
+9-5Lines changed: 9 additions & 5 deletions
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@@ -177,9 +177,10 @@ int HDFirearm::ReadProperty(std::string propName, Reader &reader)
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}
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elseif (propName == "FireSound")
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reader >> m_FireSound;
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elseif (propName == "ActiveSound")
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elseif (propName == "ActiveSound") {
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reader >> m_ActiveSound;
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elseif (propName == "DeactivationSound")
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m_ActiveSound.SetAffectedByGlobalPitch(false); //Active sound (i.e. weapon spinup) modifies its pitch, so it has to account for global pitch on its own.
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