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Merge pull request #1717 from Duion/patch-3
fixes footsteps missing when no impactSoundId
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585c5d5afe
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@ -6884,7 +6884,7 @@ void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, S
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// Play default sound.
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S32 sound = -1;
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if (contactMaterial && (contactMaterial->mImpactSoundId>-1 && contactMaterial->mImpactSoundId<PlayerData::MaxSoundOffsets))
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if (contactMaterial && (contactMaterial->mFootstepSoundId>-1 && contactMaterial->mFootstepSoundId<PlayerData::MaxSoundOffsets))
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sound = contactMaterial->mFootstepSoundId;
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else if( contactObject && contactObject->getTypeMask() & VehicleObjectType )
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sound = 2;
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