fixes footsteps missing when no impactSoundId

fix  for this issue https://github.com/GarageGames/Torque3D/issues/1709
This commit is contained in:
Duion 2016-07-31 20:15:46 +02:00 committed by GitHub
parent 5fa8504568
commit 0336a681ab

View file

@ -6884,7 +6884,7 @@ void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, S
// Play default sound.
S32 sound = -1;
if (contactMaterial && (contactMaterial->mImpactSoundId>-1 && contactMaterial->mImpactSoundId<PlayerData::MaxSoundOffsets))
if (contactMaterial && (contactMaterial->mFootstepSoundId>-1 && contactMaterial->mFootstepSoundId<PlayerData::MaxSoundOffsets))
sound = contactMaterial->mFootstepSoundId;
else if( contactObject && contactObject->getTypeMask() & VehicleObjectType )
sound = 2;