Add in missing Beep sound effect for explosive traps.
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@ -4237,8 +4237,8 @@ void AiL::UpdateMonsters(){
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MONSTER_LIST.push_back(std::make_unique<Monster>(m));
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if(MONSTER_LIST.capacity()>prevCapacity)LOG(std::format("WARNING! The monster list has automatically reserved more space and resized to {}! This caused one potential frame where bullet/effect hitlists that stored information on what monsters were hit to potentially be hit a second time or cause monsters that should've been hit to never be hit. Consider starting with a larger default reserved size for MONSTER_LIST if your intention was to have this many monsters!",MONSTER_LIST.capacity()));
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}
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if(aMonsterIsMarkedForDeletion)std::erase_if(MONSTER_LIST,[](const std::unique_ptr<Monster>&m){
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if(m->markedForDeletion)std::erase_if(lockOnTargets.begin(),lockOnTargets.end(),[&](const std::tuple<Monster*,StackCount,MarkTime>&markData){return &*std::get<0>(markData)==m;}) //Marked targets may have dangling pointers, remove them before removing the monsters for good.
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if(aMonsterIsMarkedForDeletion)std::erase_if(MONSTER_LIST,[&](const std::unique_ptr<Monster>&m){
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if(m->markedForDeletion)std::erase_if(lockOnTargets,[&](std::tuple<Monster*,StackCount,MarkTime>markData){return std::get<0>(markData)==&*m;}); //Marked targets may have dangling pointers, remove them before removing the monsters for good.
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return m->markedForDeletion;
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});
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aMonsterIsMarkedForDeletion=false;
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@ -19,6 +19,12 @@ Events
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# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
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File[0] = bear_slam.ogg, 70%
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}
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Beep
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{
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CombatSound = True
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# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
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File[0] = beep.ogg, 100%
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}
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Bomb Explode
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{
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CombatSound = True
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BIN
Adventures in Lestoria/assets/sounds/beep.ogg
Normal file
BIN
Adventures in Lestoria/assets/sounds/beep.ogg
Normal file
Binary file not shown.
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