Fix sound when "up" and "down" are pressed together
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37a7c48e63
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@ -6492,7 +6492,6 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
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float relativeVelocityChange;
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float accelerationMultipler;
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uint8 wheelInUseCounter;
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uint8 i;
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float time;
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int baseFreq;
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uint8 vol;
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@ -6540,19 +6539,15 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
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velocityChange = params->m_fVelocityChange;
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relativeVelocityChange = 2.0f * velocityChange / transmission->fMaxVelocity;
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accelerationMultipler = 0.0f;
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if(relativeVelocityChange > 1.0f) accelerationMultipler = relativeVelocityChange;
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accelerationMultipler = min(min(1.f, relativeVelocityChange), 0.f);
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gasPedalAudio = accelerationMultipler;
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currentGear = params->m_pVehicle->m_nCurrentGear;
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if(transmission->nDriveType == '4') {
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wheelInUseCounter = 0;
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i = 0;
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do {
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for (uint8 i = 0; i < 4; i++){
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if(automobile->m_aWheelState[i]) ++wheelInUseCounter;
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++i;
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} while(i < 4);
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}
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if(wheelInUseCounter > 2) lostTraction = 1;
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} else if(transmission->nDriveType == 'F') {
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if((automobile->m_aWheelState[0] || automobile->m_aWheelState[2]) &&
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@ -6623,7 +6618,8 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
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if(!nCruising) {
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if(accelerateState < 150 || !automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn ||
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lostTraction ||
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currentGear < 2u && velocityChange - automobile->m_fVelocityChangeForAudio >= 0.01f) {
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currentGear < 2 &&
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velocityChange - automobile->m_fVelocityChangeForAudio < 0.01f) { // here could be used abs
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if(!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn || lostTraction) {
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if(!automobile->m_nWheelsOnGround && automobile->m_nDriveWheelsOnGround ||
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(automobile->bIsHandbrakeOn && !bHandbrakeOnLastFrame ||
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