Fix wrong sound when bumping peds

This commit is contained in:
Sergeanur
2021-01-01 15:11:12 +02:00
parent 60197c2d7e
commit c3f49386ca
2 changed files with 6 additions and 6 deletions

View File

@ -4354,7 +4354,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nFrequency = 20000;
AddFightSound:
{
uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float
uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float
uint8 damagerType = soundParams & 0xFF;
uint32 weaponType = soundParams >> 8;
@ -4402,7 +4402,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
case SOUND_WEAPON_BAT_ATTACK:
case SOUND_WEAPON_KNIFE_ATTACK:
{
uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float
uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float
uint8 damagerType = soundParams & 0xFF;
uint32 weaponType = soundParams >> 8;
if (damagerType == ENTITY_TYPE_PED) {