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