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sneaking a fix for proper rampslide loop wav (forgot loop cues)
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DexterHaslem committed Jan 24, 2018
1 parent 27f0bfa commit 6d41d97
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Showing 2 changed files with 1 addition and 7 deletions.
7 changes: 1 addition & 6 deletions cl_dll/ff/c_ff_player.cpp
Expand Up @@ -1770,7 +1770,6 @@ void C_FFPlayer::Spawn( void )
}

m_flNextRampslideFX = 0;
m_flNextRampslideSound = 0;
}

//-----------------------------------------------------------------------------
Expand Down Expand Up @@ -2547,11 +2546,7 @@ void C_FFPlayer::ClientThink( void )
int iSparkLength = cl_rampslidefx_spark_length.GetInt();
g_pEffects->Sparks(GetFeetOrigin() + Vector(random->RandomFloat(-iRandomOffset, iRandomOffset), random->RandomFloat(-iRandomOffset, iRandomOffset), flVerticalOffset), iSparkMagnitude, iSparkLength, &vecDir);

if (gpGlobals->curtime >= m_flNextRampslideSound)
{
EmitSound("Player.RampslideMetal");
m_flNextRampslideSound = gpGlobals->curtime + 0.850f;
}
EmitSound("Player.RampslideMetal");
}
else
{
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1 change: 0 additions & 1 deletion cl_dll/ff/c_ff_player.h
Expand Up @@ -543,7 +543,6 @@ class C_FFPlayer : public C_BasePlayer, public IFFPlayerAnimStateHelpers
protected:
bool m_bIsRampsliding;
float m_flNextRampslideFX;
float m_flNextRampslideSound;

// ----------------------------------
// Cloak stuff
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