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Integrate Amuse into hecl cook/extract for MP1/2
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@@ -207,7 +207,7 @@ void CGrappleArm::GrappleBeamDisconnected()
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void CGrappleArm::GrappleBeamConnected()
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{
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if (!x32c_grappleLoopSfx)
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x32c_grappleLoopSfx = NWeaponTypes::play_sfx(1527, false, true, -0.15f);
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x32c_grappleLoopSfx = NWeaponTypes::play_sfx(SFXsam_grapple_lp, false, true, -0.15f);
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}
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void CGrappleArm::RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos)
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@@ -282,7 +282,7 @@ void CGrappleArm::DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node,
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x348_zAmplitude = g_GrappleBeamZWaveAmplitude;
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x398_grappleHitGen->SetParticleEmission(false);
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x394_grappleClawGen->SetParticleEmission(true);
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NWeaponTypes::play_sfx(1526, false, false, -0.15f);
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NWeaponTypes::play_sfx(SFXsam_grapple_fire, false, false, -0.15f);
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mgr.GetRumbleManager().Rumble(mgr, ERumbleFxId::PlayerGrappleFire, 1.f, ERumblePriority::Three);
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break;
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default:
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@@ -434,7 +434,7 @@ void CGrappleArm::UpdateSwingAction(float grappleSwingT, float dt, CStateManager
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{
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if (!CSfxManager::IsPlaying(x330_swooshSfx))
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{
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x330_swooshSfx = NWeaponTypes::play_sfx(1528, false, false, -0.15f);
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x330_swooshSfx = NWeaponTypes::play_sfx(SFXsam_grapple_swoosh, false, false, -0.15f);
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if (x3b0_rumbleHandle != -1)
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mgr.GetRumbleManager().StopRumble(x3b0_rumbleHandle);
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x3b0_rumbleHandle = mgr.GetRumbleManager().Rumble(mgr, ERumbleFxId::PlayerGrappleSwoosh, 1.f, ERumblePriority::Three);
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