Browse Source

Add OptionEntry Auto Equip Sound

pull/3594/head
obligaron 4 years ago committed by Anders Jenbo
parent
commit
82b86d9042
  1. 2
      Source/inv.cpp
  2. 4
      Source/options.cpp
  3. 2
      Source/options.h

2
Source/inv.cpp

@ -327,7 +327,7 @@ bool AutoEquip(int playerId, const Item &item, inv_body_loc bodyLocation, bool p
if (persistItem) {
player.InvBody[bodyLocation] = item;
if (sgOptions.Audio.bAutoEquipSound && playerId == MyPlayerId) {
if (*sgOptions.Audio.autoEquipSound && playerId == MyPlayerId) {
PlaySFX(ItemInvSnds[ItemCAnimTbl[item._iCurs]]);
}

4
Source/options.cpp

@ -232,7 +232,6 @@ void LoadOptions()
sgOptions.Audio.nSoundVolume = GetIniInt("Audio", "Sound Volume", VOLUME_MAX);
sgOptions.Audio.nMusicVolume = GetIniInt("Audio", "Music Volume", VOLUME_MAX);
sgOptions.Audio.bAutoEquipSound = GetIniBool("Audio", "Auto Equip Sound", AUTO_PICKUP_DEFAULT(false));
sgOptions.Audio.bItemPickupSound = GetIniBool("Audio", "Item Pickup Sound", AUTO_PICKUP_DEFAULT(false));
sgOptions.Audio.nSampleRate = GetIniInt("Audio", "Sample Rate", DEFAULT_AUDIO_SAMPLE_RATE);
@ -395,7 +394,6 @@ void SaveOptions()
SetIniValue("Audio", "Sound Volume", sgOptions.Audio.nSoundVolume);
SetIniValue("Audio", "Music Volume", sgOptions.Audio.nMusicVolume);
SetIniValue("Audio", "Auto Equip Sound", sgOptions.Audio.bAutoEquipSound);
SetIniValue("Audio", "Item Pickup Sound", sgOptions.Audio.bItemPickupSound);
SetIniValue("Audio", "Sample Rate", sgOptions.Audio.nSampleRate);
@ -604,12 +602,14 @@ std::vector<OptionEntryBase *> HellfireOptions::GetEntries()
AudioOptions::AudioOptions()
: OptionCategoryBase("Audio", N_("Audio"), N_("Audio Settings"))
, walkingSound("Walking Sound", OptionEntryFlags::None, N_("Walking Sound"), N_("Player emits sound when walking."), true)
, autoEquipSound("Auto Equip Sound", OptionEntryFlags::None, N_("Auto Equip Sound"), N_("Automatically equipping items on pickup emits the equipment sound."), AUTO_PICKUP_DEFAULT(false))
{
}
std::vector<OptionEntryBase *> AudioOptions::GetEntries()
{
return {
&walkingSound,
&autoEquipSound,
};
}

2
Source/options.h

@ -205,7 +205,7 @@ struct AudioOptions : OptionCategoryBase {
/** @brief Player emits sound when walking. */
OptionEntryBoolean walkingSound;
/** @brief Automatically equipping items on pickup emits the equipment sound. */
bool bAutoEquipSound;
OptionEntryBoolean autoEquipSound;
/** @brief Picking up items emits the items pickup sound. */
bool bItemPickupSound;

Loading…
Cancel
Save