footstep and impact enum extension support

Removes hardcoded case statements in favor of an offset-driven approach.
This commit is contained in:
Azaezel 2016-01-11 22:23:13 -06:00
parent c44d827c41
commit 62506214d0
2 changed files with 7 additions and 47 deletions

View file

@ -6878,26 +6878,8 @@ void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, S
else if( contactObject && contactObject->getTypeMask() & VehicleObjectType )
sound = 2;
switch ( sound )
{
case 0: // Soft
SFX->playOnce( mDataBlock->sound[PlayerData::FootSoft], &footMat );
break;
case 1: // Hard
SFX->playOnce( mDataBlock->sound[PlayerData::FootHard], &footMat );
break;
case 2: // Metal
SFX->playOnce( mDataBlock->sound[PlayerData::FootMetal], &footMat );
break;
case 3: // Snow
SFX->playOnce( mDataBlock->sound[PlayerData::FootSnow], &footMat );
break;
/*
default: //Hard
SFX->playOnce( mDataBlock->sound[PlayerData::FootHard], &footMat );
break;
*/
}
if (sound>=0)
SFX->playOnce(mDataBlock->sound[sound], &footMat);
}
}
@ -6922,36 +6904,13 @@ void Player:: playImpactSound()
else
{
S32 sound = -1;
if( material && material->mImpactSoundId )
if( material && (material->mImpactSoundId>=0) )
sound = material->mImpactSoundId;
else if( rInfo.object->getTypeMask() & VehicleObjectType )
sound = 2; // Play metal;
switch( sound )
{
case 0:
//Soft
SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactSoft ], &getTransform() );
break;
case 1:
//Hard
SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactHard ], &getTransform() );
break;
case 2:
//Metal
SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactMetal ], &getTransform() );
break;
case 3:
//Snow
SFX->playOnce( mDataBlock->sound[ PlayerData::ImpactSnow ], &getTransform() );
break;
/*
default:
//Hard
alxPlay(mDataBlock->sound[PlayerData::ImpactHard], &getTransform());
break;
*/
}
if (sound >= 0)
SFX->playOnce(mDataBlock->sound[PlayerData::ImpactStart + sound], &getTransform());
}
}
}