diff --git a/reaction/game/bg_pmove.c b/reaction/game/bg_pmove.c index c2e9ceb9..18db293d 100644 --- a/reaction/game/bg_pmove.c +++ b/reaction/game/bg_pmove.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.96 2007/07/31 20:02:56 makro +// Quick hack disabling footstep sounds for ladder surfaces +// // Revision 1.95 2005/09/07 20:27:41 makro // Entity attachment trees // @@ -1019,9 +1022,20 @@ static int PM_FootstepForSurface(int surfaceFlags) { int Material = GetMaterialFromFlag(surfaceFlags); - if (pml.groundTrace.surfaceFlags & SURF_NOSTEPS) { + //Makro: quick note: surfaceparm nosteps will cause footstep sounds + //NOT to be played, UNLESS surfaceparm ladder is also set. + //Pretty weird, I know, but that how they wanted it... + + qboolean bLadder = (pml.groundTrace.surfaceFlags & SURF_LADDER)!=0; + qboolean bNoSteps = (pml.groundTrace.surfaceFlags & SURF_NOSTEPS)!=0; + + //2007-07-31: getting rid of ladder footsteps + + //if ((bLadder ^ bNoSteps) != 0) { + if (bNoSteps || bLadder) { return 0; } + //Makro - new surfaceparm system //if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) { if (Material == MAT_METALSTEPS) { @@ -2812,7 +2826,7 @@ static void PM_LadderMove(void) // if we just crossed a cycle boundary, play an apropriate footstep event if (((old + 64) ^ (pm->ps->bobCycle + 64)) & 128) { - PM_AddEvent(PM_FootstepForSurface(pml.ladderSurface)); + //PM_AddEvent(PM_FootstepForSurface(pml.ladderSurface)); } } else { pm->ps->bobCycle = 0;