Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

tweak(natives/audio): move comment to line above #1097

Merged
merged 3 commits into from
Jun 10, 2024
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
7 changes: 6 additions & 1 deletion AUDIO/PlayPain.md
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,10 @@ void PLAY_PAIN(Ped ped, int damageReason, cs_type(int) float rawDamage);
This native had a 4th parameter added in newer game builds
`syncOverNetwork` creates a `CPedPlayPainEvent` when set to true, by default this variable is false.
You won't be able to use this for clones (remote pedestrians that are not owned by you) or migrating peds if `syncOverNetwork` is set to true; it simply won't execute.
The `ped` should also have speech for this to work.
```c
enum eAudDamageReason {
AUD_DAMAGE_REASON_DEFAULT = 0,
Expand All @@ -23,7 +27,8 @@ enum eAudDamageReason {
AUD_DAMAGE_REASON_SCREAM_TERROR = 7,
AUD_DAMAGE_REASON_ON_FIRE = 8,
AUD_DAMAGE_REASON_DROWNING = 9,
AUD_DAMAGE_REASON_SURFACE_DROWNING = 10, // drowning on the surface of water, after we time out
// drowning on the surface of water, after we time out
AUD_DAMAGE_REASON_SURFACE_DROWNING = 10,
AUD_DAMAGE_REASON_INHALE = 11,
AUD_DAMAGE_REASON_EXHALE = 12,
AUD_DAMAGE_REASON_POST_FALL_GRUNT = 13,
Expand Down
Loading