Fixed issue with sound which was starting in a loop
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57c14f2c07
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babe9b0023
@ -92,6 +92,7 @@ void PlayerController::reset()
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m_prev_brake = 0;
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m_prev_brake = 0;
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m_prev_accel = 0;
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m_prev_accel = 0;
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m_prev_nitro = false;
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m_prev_nitro = false;
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m_sound_schedule = false;
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m_penalty_time = 0;
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m_penalty_time = 0;
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} // reset
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} // reset
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@ -108,6 +109,7 @@ void PlayerController::resetInputState()
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m_prev_brake = 0;
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m_prev_brake = 0;
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m_prev_accel = 0;
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m_prev_accel = 0;
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m_prev_nitro = false;
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m_prev_nitro = false;
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m_sound_schedule = false;
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m_controls->reset();
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m_controls->reset();
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} // resetInputState
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} // resetInputState
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@ -378,14 +380,20 @@ void PlayerController::update(float dt)
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// Only accept rescue if there is no kart animation is already playing
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// Only accept rescue if there is no kart animation is already playing
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// (e.g. if an explosion happens, wait till the explosion is over before
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// (e.g. if an explosion happens, wait till the explosion is over before
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// starting any other animation).
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// starting any other animation).
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if ( m_controls->m_rescue && !m_kart->getKartAnimation() )
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if (m_controls->m_rescue && !m_kart->getKartAnimation())
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{
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{
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new RescueAnimation(m_kart);
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new RescueAnimation(m_kart);
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m_controls->m_rescue=false;
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m_controls->m_rescue=false;
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}
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}
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if (m_kart->getKartAnimation() &&
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if (m_kart->getKartAnimation() && m_sound_schedule == false &&
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m_kart->getAttachment()->getType() != Attachment::ATTACH_TINYTUX)
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m_kart->getAttachment()->getType() != Attachment::ATTACH_TINYTUX)
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{
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{
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m_sound_schedule = true;
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}
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else if (!m_kart->getKartAnimation() && m_sound_schedule == true)
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{
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m_sound_schedule = false;
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m_bzzt_sound->play();
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m_bzzt_sound->play();
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}
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}
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} // update
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} // update
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@ -40,6 +40,7 @@ private:
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int m_prev_accel;
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int m_prev_accel;
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bool m_prev_brake;
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bool m_prev_brake;
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bool m_prev_nitro;
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bool m_prev_nitro;
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bool m_sound_schedule;
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float m_penalty_time;
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float m_penalty_time;
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