Changed BroadcastSoundEffect function to take floating pos.
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@@ -1088,7 +1088,7 @@ void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_Blo
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Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
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cVector3iArray BlocksAffected;
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m_ChunkMap->DoExplosionAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);
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BroadcastSoundEffect("random.explode", (int)floor(a_BlockX * 8), (int)floor(a_BlockY * 8), (int)floor(a_BlockZ * 8), 1.0f, 0.6f);
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BroadcastSoundEffect("random.explode", (double)a_BlockX, (double)a_BlockY, (double)a_BlockZ, 1.0f, 0.6f);
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{
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cCSLock Lock(m_CSPlayers);
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for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
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@@ -2074,9 +2074,9 @@ void cWorld::BroadcastDisplayObjective(const AString & a_Objective, cScoreboard:
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void cWorld::BroadcastSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude)
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void cWorld::BroadcastSoundEffect(const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude)
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{
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m_ChunkMap->BroadcastSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch, a_Exclude);
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m_ChunkMap->BroadcastSoundEffect(a_SoundName, a_X, a_Y, a_Z, a_Volume, a_Pitch, a_Exclude);
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}
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