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Add OptionEntry Walking Sound

pull/3594/head
obligaron 4 years ago committed by Anders Jenbo
parent
commit
e1f97603ae
  1. 7
      Source/options.cpp
  2. 2
      Source/options.h
  3. 2
      Source/player.cpp

7
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.bWalkingSound = GetIniBool("Audio", "Walking Sound", true);
sgOptions.Audio.bAutoEquipSound = GetIniBool("Audio", "Auto Equip Sound", AUTO_PICKUP_DEFAULT(false));
sgOptions.Audio.bItemPickupSound = GetIniBool("Audio", "Item Pickup Sound", AUTO_PICKUP_DEFAULT(false));
@ -396,7 +395,6 @@ void SaveOptions()
SetIniValue("Audio", "Sound Volume", sgOptions.Audio.nSoundVolume);
SetIniValue("Audio", "Music Volume", sgOptions.Audio.nMusicVolume);
SetIniValue("Audio", "Walking Sound", sgOptions.Audio.bWalkingSound);
SetIniValue("Audio", "Auto Equip Sound", sgOptions.Audio.bAutoEquipSound);
SetIniValue("Audio", "Item Pickup Sound", sgOptions.Audio.bItemPickupSound);
@ -605,11 +603,14 @@ 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)
{
}
std::vector<OptionEntryBase *> AudioOptions::GetEntries()
{
return {};
return {
&walkingSound,
};
}
GraphicsOptions::GraphicsOptions()

2
Source/options.h

@ -203,7 +203,7 @@ struct AudioOptions : OptionCategoryBase {
/** @brief Music volume. */
int nMusicVolume;
/** @brief Player emits sound when walking. */
bool bWalkingSound;
OptionEntryBoolean walkingSound;
/** @brief Automatically equipping items on pickup emits the equipment sound. */
bool bAutoEquipSound;
/** @brief Picking up items emits the items pickup sound. */

2
Source/player.cpp

@ -704,7 +704,7 @@ bool DoWalk(int pnum, int variant)
auto &player = Players[pnum];
//Play walking sound effect on certain animation frames
if (sgOptions.Audio.bWalkingSound && (currlevel != 0 || sgGameInitInfo.bRunInTown == 0)) {
if (*sgOptions.Audio.walkingSound && (currlevel != 0 || sgGameInitInfo.bRunInTown == 0)) {
if (player.AnimInfo.CurrentFrame == 1
|| player.AnimInfo.CurrentFrame == 5) {
PlaySfxLoc(PS_WALK1, player.position.tile);

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