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!
>   


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