The suicide sound may play at different speed for different players, that's why 
the explosion should not depend on the fact if the sound has finished playing 
or not.
---
 src/weapon/suicide.cpp |    4 +++-
 1 files changed, 3 insertions(+), 1 deletions(-)

diff --git a/src/weapon/suicide.cpp b/src/weapon/suicide.cpp
index 4ed9bc5..c87ce4d 100644
--- a/src/weapon/suicide.cpp
+++ b/src/weapon/suicide.cpp
@@ -29,6 +29,8 @@
 #include "team/teams_list.h"
 #include "include/action_handler.h"
 
+const uint SUICIDE_SOUND_DURATION_IN_MS = 3600;
+
 Suicide::Suicide() : Weapon(WEAPON_SUICIDE, "suicide", new 
ExplosiveWeaponConfig())
 {
   UpdateTranslationStrings();
@@ -51,7 +53,7 @@ bool Suicide::p_Shoot()
 
 void Suicide::Refresh()
 {
-  if(m_last_fire_time > 0 && !suicide_sound.IsPlaying() && 
!ActiveCharacter().IsDead()) {
+  if (m_last_fire_time > SUICIDE_SOUND_DURATION_IN_MS && 
!ActiveCharacter().IsDead()) {
     ActiveCharacter().DisableDeathExplosion();
     ActiveCharacter().body->MakeParticles(ActiveCharacter().GetPosition());
     ActiveCharacter().SetEnergy(0); // Die!
-- 
1.6.0.4


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