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Diffstat (limited to 'src/peds/PedFight.cpp')
-rw-r--r--src/peds/PedFight.cpp26
1 files changed, 2 insertions, 24 deletions
diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp
index 4d4850e7..f0f38b75 100644
--- a/src/peds/PedFight.cpp
+++ b/src/peds/PedFight.cpp
@@ -28,9 +28,6 @@
//--MIAMI: file done except TODOs
-// TODO(Miami)
-#define AUDIO_NOT_READY
-
uint16 nPlayerInComboMove;
RpClump* flyingClumpTemp;
@@ -875,23 +872,14 @@ CPed::Attack(void)
}
switch (ourWeapon->m_AnimToPlay) {
case ASSOCGRP_UNARMED:
- if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
-#ifdef AUDIO_NOT_READY
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f);
-#else
+ if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (ourWeaponType << 8)));
-#endif
- }
break;
case ASSOCGRP_KNIFE:
case ASSOCGRP_BASEBALLBAT:
case ASSOCGRP_GOLFCLUB:
case ASSOCGRP_CHAINSAW:
-#ifdef AUDIO_NOT_READY
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
-#else
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8)));
-#endif
break;
default:
break;
@@ -1003,11 +991,7 @@ CPed::Attack(void)
bIsAttacking = false;
bIsPointingGunAt = false;
m_shootTimer = CTimer::GetTimeInMilliseconds();
-#ifdef AUDIO_NOT_READY
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
-#else
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
-#endif
return;
}
}
@@ -1052,14 +1036,8 @@ CPed::Attack(void)
ClearAimFlag();
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
- if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd) {
-
-#ifdef AUDIO_NOT_READY
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
-#else
+ if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType);
-#endif
- }
// Fun fact: removing this part leds to reloading flamethrower
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {