Disable jump sounds while player is frozen

This commit is contained in:
Sam V 2023-06-23 22:01:58 +02:00
parent d368aecb22
commit f3810c7107
2 changed files with 11 additions and 6 deletions

View file

@ -28,6 +28,7 @@
* Fixed Egon not stopping its attack animation if the attack button is held down and ammo runs out (Thanks the man)
* Fixed scientists crashing when speaking fear dialogue when enemy has been removed
* Disabled fall think function for weapons when the player picks it up to prevent possible double-pickup which removes the weapon and crashes the game
* Disabled jump sounds while player is frozen (e.g. trigger_camera, trigger_playerfreeze)
## Changes in V1.0.0 Beta 014

View file

@ -2638,13 +2638,17 @@ void PM_Jump()
PM_PreventMegaBunnyJumping();
if (tfc)
// Don't play jump sounds while frozen.
if ((pmove->flags & FL_FROZEN) == 0)
{
pmove->PM_PlaySound(CHAN_BODY, "player/plyrjmp8.wav", 0.5, ATTN_NORM, 0, PITCH_NORM);
}
else
{
PM_PlayStepSound(PM_MapTextureTypeStepType(pmove->chtexturetype), 1.0);
if (tfc)
{
pmove->PM_PlaySound(CHAN_BODY, "player/plyrjmp8.wav", 0.5, ATTN_NORM, 0, PITCH_NORM);
}
else
{
PM_PlayStepSound(PM_MapTextureTypeStepType(pmove->chtexturetype), 1.0);
}
}
// See if user can super long jump?