Florian Köberle a écrit : > 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. >
Maybe a comment in the code is needed to explain that. This is not obvious ;) > --- > 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! > _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev