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OpenMW/apps/openmw/mwworld/action.cpp

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#include "action.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
const MWWorld::Ptr& MWWorld::Action::getTarget() const
{
return mTarget;
}
MWWorld::Action::Action (bool keepSound, const Ptr& target) : mKeepSound (keepSound), mTarget (target), mSoundOffset(0)
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{}
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MWWorld::Action::~Action() {}
void MWWorld::Action::execute (const Ptr& actor)
{
if (!mSoundId.empty())
{
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if (mKeepSound && actor.getRefData().getHandle()=="player")
MWBase::Environment::get().getSoundManager()->playSound(mSoundId, 1.0, 1.0,
MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Normal,mSoundOffset);
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else
{
bool local = mTarget.isEmpty() || !mTarget.isInCell(); // no usable target
MWBase::Environment::get().getSoundManager()->playSound3D(local ? actor : mTarget,
mSoundId, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx,
mKeepSound ? MWBase::SoundManager::Play_NoTrack : MWBase::SoundManager::Play_Normal,
mSoundOffset);
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}
}
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executeImp (actor);
}
void MWWorld::Action::setSound (const std::string& id)
{
mSoundId = id;
}
void MWWorld::Action::setSoundOffset(float offset)
{
mSoundOffset=offset;
}