Use SFX defines for UpdateWeaponFire

This commit is contained in:
Henrique Gemignani Passos Lima 2022-10-06 23:17:03 +03:00
parent add7471317
commit c906dd6d23
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GPG Key ID: E224F951761145F8
1 changed files with 2 additions and 1 deletions

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@ -19,6 +19,7 @@
#include "MetroidPrime/Weapons/CWaveBeam.hpp"
#include "MetroidPrime/Weapons/GunController/CGunMotion.hpp"
#include "MetroidPrime/Weapons/WeaponTypes.hpp"
#include "MetroidPrime/SFX/Weapons.h"
#include "Kyoto/Audio/CSfxManager.hpp"
#include "Kyoto/Graphics/CModelFlags.hpp"
@ -748,7 +749,7 @@ void CPlayerGun::UpdateWeaponFire(float dt, CPlayerState& playerState, CStateMan
FireSecondary(dt, mgr);
} else {
if (!CSfxManager::IsPlaying(x2e4_invalidSfx)) {
x2e4_invalidSfx = NWeaponTypes::play_sfx(1781, x834_27_underwater, false, 0x4a);
x2e4_invalidSfx = NWeaponTypes::play_sfx(SFXwpn_invalid_action, x834_27_underwater, false, 0x4a);
} else {
x2e4_invalidSfx.Clear();
}