Updated sounds and effect IDs (#3422)
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@@ -237,7 +237,7 @@ bool cPickup::CollectedBy(cPlayer & a_Dest)
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m_World->BroadcastCollectEntity(*this, a_Dest, NumAdded);
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// Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
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m_World->BroadcastSoundEffect("random.pop", GetPosX(), GetPosY(), GetPosZ(), 0.5, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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m_World->BroadcastSoundEffect("entity.item.pickup", GetPosX(), GetPosY(), GetPosZ(), 0.5, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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if (m_Item.m_ItemCount <= 0)
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{
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// All of the pickup has been collected, schedule the pickup for destroying
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