Now plays a "Empty sound", "reload sound" and "hit mark sound" on appropriate occasions.

This commit is contained in:
stiffly
2016-02-12 08:05:35 +01:00
parent 1da432ba23
commit af39b892cd
4 changed files with 25 additions and 6 deletions
+1 -1
Submodule assets updated: 8d180f2a54...1e7adc749e
@@ -34,7 +34,8 @@ private:
void fireRound();
void spawnTracer();
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
void playSound();
void playFireSound();
void playEmptySound();
void viewPunch();
void finishReload();
void playShootAnimation();
+3
View File
@@ -175,6 +175,9 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) {
return false;
}
if (m_PlayerIDs.find(e.Player.ID) == m_PlayerIDs.end()) {
return false;
}
SpawnRequest req;
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
req.Team = cTeam["Team"];
@@ -37,6 +37,8 @@ void AssaultWeaponBehaviour::Reload()
// Don't reload if we're completly out of ammo
if (ammo == 0) {
playEmptySound();
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
return;
}
@@ -121,12 +123,12 @@ void AssaultWeaponBehaviour::fireRound()
if (magAmmo <= 0) {
Reload();
return;
}
}
// Fire
magAmmo -= 1;
spawnTracer();
playSound();
playFireSound();
viewPunch();
playShootAnimation();
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
@@ -172,7 +174,7 @@ float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direc
}
}
void AssaultWeaponBehaviour::playSound()
void AssaultWeaponBehaviour::playFireSound()
{
if (!IsClient) {
return;
@@ -184,6 +186,19 @@ void AssaultWeaponBehaviour::playSound()
m_EventBroker->Publish(e);
}
void AssaultWeaponBehaviour::playEmptySound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Player.ID;
e.FilePath = "Audio/weapon/zeroAmmo.wav";
m_EventBroker->Publish(e);
}
void AssaultWeaponBehaviour::viewPunch()
{
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
@@ -342,7 +357,7 @@ void AssaultWeaponBehaviour::showHitMarker()
if (hitMarkerSpawner.Valid()) {
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
Events::PlaySoundOnEntity e;
e.EmitterID = hitMarkerSpawner.ID; // This might not be the optimal spawner entity
e.EmitterID = m_Player.ID;
e.FilePath = "Audio/weapon/hitclick.wav";
m_EventBroker->Publish(e);
}