remove arbitrary impact sound spam

1) don't call them when onimpact threshold isn't crossed.
2) *definitely* don't call them with an arbirtary /3 threshold
This commit is contained in:
AzaezelX 2024-01-21 13:05:37 -06:00
parent bd2121b674
commit e5a7c73bbe

View file

@ -5075,8 +5075,12 @@ F32 Player::_doCollisionImpact( const Collision *collision, bool fallingCollisio
if ( ((bd > mDataBlock->minImpactSpeed && fallingCollision) || bd > mDataBlock->minLateralImpactSpeed) if ( ((bd > mDataBlock->minImpactSpeed && fallingCollision) || bd > mDataBlock->minLateralImpactSpeed)
&& !mMountPending ) && !mMountPending )
{ {
if ( !isGhost() ) if (!isGhost())
onImpact( collision->object, collision->normal * bd ); {
onImpact(collision->object, collision->normal * bd);
mImpactSound = PlayerData::ImpactNormal;
setMaskBits(ImpactMask);
}
if (mDamageState == Enabled && mState != RecoverState) if (mDamageState == Enabled && mState != RecoverState)
{ {
@ -5101,13 +5105,6 @@ F32 Player::_doCollisionImpact( const Collision *collision, bool fallingCollisio
} }
} }
if ( isServerObject() &&
(bd > (mDataBlock->minImpactSpeed / 3.0f) || bd > (mDataBlock->minLateralImpactSpeed / 3.0f )) )
{
mImpactSound = PlayerData::ImpactNormal;
setMaskBits(ImpactMask);
}
return bd; return bd;
} }