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

@ -2021,9 +2021,9 @@ CPed::PlayHitSound(CPed *hitTo)
if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE) {
if (m_curFightMove >= FIGHTMOVE_MELEE1) {
if (m_curFightMove == FIGHTMOVE_MELEE3) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | 3);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
} else {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | 3);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
}
return;
}
@ -2048,7 +2048,7 @@ CPed::PlayHitSound(CPed *hitTo)
}
if (soundId != NO_SND)
DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | 3);
DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED);
}
// --MIAMI: Done
@ -3567,7 +3567,7 @@ CPed::CollideWithPed(CPed *collideWith)
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
if (m_nPedState == PED_ATTACK)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f);
}
} else {
// We're at his right side