1
0
mirror of https://github.com/XProger/OpenLara.git synced 2025-08-14 00:54:05 +02:00

#22 floodfill sound effect

This commit is contained in:
XProger
2017-09-14 05:07:34 +03:00
parent 0cf58dac36
commit 25cbe7f592
2 changed files with 13 additions and 1 deletions

View File

@@ -265,6 +265,8 @@ namespace TR {
SND_UNDERWATER = 60, SND_UNDERWATER = 60,
SND_FLOOD = 81,
SND_INV_SPIN = 108, SND_INV_SPIN = 108,
SND_INV_HOME = 109, SND_INV_HOME = 109,
SND_INV_CONTROLS = 110, SND_INV_CONTROLS = 110,
@@ -2163,6 +2165,10 @@ namespace TR {
for (int i = 0; i < info.trigCmdCount; i++) { for (int i = 0; i < info.trigCmdCount; i++) {
FloorData::TriggerCommand cmd = info.trigCmd[i]; FloorData::TriggerCommand cmd = info.trigCmd[i];
if (cmd.action == Action::CAMERA_SWITCH) {
i++;
continue;
}
if (cmd.action != Action::ACTIVATE) continue; if (cmd.action != Action::ACTIVATE) continue;
Entity &e = entities[cmd.args]; Entity &e = entities[cmd.args];

View File

@@ -154,6 +154,12 @@ struct Level : IGame {
if (effect == TR::Effect::FLICKER) if (effect == TR::Effect::FLICKER)
flickerIdx = 0; flickerIdx = 0;
if (effect == TR::Effect::FLOOD) {
Sound::Sample *sample = playSound(TR::SND_FLOOD, vec3(), 0);
if (sample)
sample->setVolume(0.0f, 4.0f);
}
this->effect = effect; this->effect = effect;
this->effectTimer = 0.0f; this->effectTimer = 0.0f;
} }