NSClientPlayer: Fix ladder climbing sounds from not playing.
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parent
841e89e2c5
commit
bb92aaf37f
3 changed files with 16 additions and 15 deletions
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@ -899,7 +899,7 @@ NSClientPlayer::OptimiseChangedFlags(entity ePEnt, float flChanged)
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flChanged &= ~PLAYER_AMMO1;
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flChanged &= ~PLAYER_AMMO2;
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flChanged &= ~PLAYER_AMMO3;
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flChanged &= ~PLAYER_FLAGS;
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//flChanged &= ~PLAYER_FLAGS;
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flChanged &= ~PLAYER_PUNCHANGLE;
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flChanged &= ~PLAYER_VIEWZOOM;
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flChanged &= ~PLAYER_SPECTATE;
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@ -1067,7 +1067,7 @@ NSClientPlayer::Footsteps_Update(void)
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step_time = time + 2.0f;
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} else {
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/* make it so we step once we land */
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if (!(flags & FL_ONGROUND) && !(flags & FL_ONLADDER)) {
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if (!(GetFlags() & FL_ONGROUND) && !(GetFlags() & FL_ONLADDER)) {
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step_time = 0.0f;
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return;
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}
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@ -1080,9 +1080,9 @@ NSClientPlayer::Footsteps_Update(void)
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traceline(origin + view_ofs, origin + [0,0,-48], FALSE, this);
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tex_name = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos));
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if (!(flags & FL_ONGROUND)) {
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if (!(GetFlags() & FL_ONGROUND) && (!GetFlags() & FL_ONLADDER)) {
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return;
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} else if (flags & FL_ONLADDER) {
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} else if (GetFlags() & FL_ONLADDER) {
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if (step)
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StartSoundDef("step_ladder.left", CHAN_BODY, true);
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else
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@ -100,6 +100,15 @@ public:
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/* overrides */
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virtual void SpawnKey(string,string);
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virtual void Spawned(void);
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/** Handles what happens before the entity gets removed from the client game. */
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virtual void OnRemoveEntity(void);
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/** Tells the engine to make the entity static, effectively making it inaccessible.
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It will be removed from the game-logic but remain visible and it will retain its
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collision and maintain the appearance it had before getting removed. */
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virtual void MakeStatic(void);
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#ifdef SERVER
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virtual void Respawn(void);
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virtual void Input(entity,string,string);
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@ -334,12 +343,4 @@ public:
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of any entity class that you want to support think functions in.
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This saves you the effort of writing your own routines and methods. */
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nonvirtual void HandleThink(void);
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/** Handles what happens before the entity gets removed from the client game. */
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virtual void OnRemoveEntity(void);
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/** Tells the engine to make the entity static, effectively making it inaccessible.
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It will be removed from the game-logic but remain visible and it will retain its
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collision and maintain the appearance it had before getting removed. */
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virtual void MakeStatic(void);
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};
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@ -28,7 +28,7 @@ Materials_LoadFromText(string filename)
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fileMaterial = fopen(filename, FILE_READ);
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if (fileMaterial >= 0) {
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print(strcat("parsing material assignments from ", filename,"\n"));
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//print(strcat("parsing material assignments from ", filename,"\n"));
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while ((sTemp = fgets(fileMaterial))) {
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/* tokenize and just parse this stuff in */
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@ -67,7 +67,7 @@ Materials_LoadFromMat(string filename)
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if (command == "surfaceprop") {
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hash_add(g_hashMaterials, materialname, parameters, EV_STRING);
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print(sprintf("added Material %S type %S\n", materialname, parameters));
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//print(sprintf("added Material %S type %S\n", materialname, parameters));
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break;
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}
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}
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@ -162,7 +162,7 @@ Materials_LoadFromLegacyText(string filename)
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fileMaterial = fopen(filename, FILE_READ);
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if (fileMaterial >= 0) {
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print(strcat("parsing material definitions from ", filename,"\n"));
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//print(strcat("parsing material definitions from ", filename,"\n"));
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while ((sTemp = fgets(fileMaterial))) {
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/* tokenize and just parse this stuff in */
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if (tokenize_console(sTemp) == 2) {
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