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fixes footsteps missing when no impactSoundId

fix  for this issue https://github.com/GarageGames/Torque3D/issues/1709
Duion %!s(int64=9) %!d(string=hai) anos
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0336a681ab
Modificáronse 1 ficheiros con 1 adicións e 1 borrados
  1. 1 1
      Engine/source/T3D/player.cpp

+ 1 - 1
Engine/source/T3D/player.cpp

@@ -6884,7 +6884,7 @@ void Player::playFootstepSound( bool triggeredLeft, Material* contactMaterial, S
       // Play default sound.
 
       S32 sound = -1;
-      if (contactMaterial && (contactMaterial->mImpactSoundId>-1 && contactMaterial->mImpactSoundId<PlayerData::MaxSoundOffsets))
+      if (contactMaterial && (contactMaterial->mFootstepSoundId>-1 && contactMaterial->mFootstepSoundId<PlayerData::MaxSoundOffsets))
          sound = contactMaterial->mFootstepSoundId;
       else if( contactObject && contactObject->getTypeMask() & VehicleObjectType )
          sound = 2;