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Sound effect horse rejects player when taming

This commit is contained in:
Pablo Beltrán 2017-07-09 18:08:59 +02:00 committed by Lukas Pioch
parent a561886bf3
commit 7adec790e6

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@ -70,6 +70,7 @@ void cHorse::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, FloorC(GetPosX()), FloorC(GetPosY()), FloorC(GetPosZ()), int(SmokeDirection::NORTH_EAST)); m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, FloorC(GetPosX()), FloorC(GetPosY()), FloorC(GetPosZ()), int(SmokeDirection::NORTH_EAST));
m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, FloorC(GetPosX()), FloorC(GetPosY()), FloorC(GetPosZ()), int(SmokeDirection::NORTH_WEST)); m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, FloorC(GetPosX()), FloorC(GetPosY()), FloorC(GetPosZ()), int(SmokeDirection::NORTH_WEST));
m_World->BroadcastSoundEffect("entity.horse.angry", GetPosX(), GetPosY(), GetPosZ(), 1.0f, 1.0f);
m_Attachee->Detach(); m_Attachee->Detach();
m_bIsRearing = true; m_bIsRearing = true;
} }