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fix weather sounds sometimes playing in interiors
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cbbc295eb6
commit
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@ -488,7 +488,10 @@ WeatherResult WeatherManager::transition(float factor)
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void WeatherManager::update(float duration)
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{
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mWeatherUpdateTime -= duration;
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if (mEnvironment->mWorld->isCellExterior() || mEnvironment->mWorld->isCellQuasiExterior())
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bool exterior = (mEnvironment->mWorld->isCellExterior() || mEnvironment->mWorld->isCellQuasiExterior());
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if (exterior)
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{
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std::string regionstr = mEnvironment->mWorld->getPlayer().getPlayer().getCell()->cell->region;
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boost::algorithm::to_lower(regionstr);
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@ -663,7 +666,7 @@ void WeatherManager::update(float duration)
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mRendering->getSkyManager()->secundaDisable();
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}
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if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
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if (mCurrentWeather == "thunderstorm" && mNextWeather == "" && exterior)
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{
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if (mThunderFlash > 0)
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{
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@ -725,6 +728,7 @@ void WeatherManager::update(float duration)
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// play sounds
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std::string ambientSnd = (mNextWeather == "" ? mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID : "");
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if (!exterior) ambientSnd = "";
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if (ambientSnd != "")
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{
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if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), ambientSnd) == mSoundsPlaying.end())
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@ -735,6 +739,7 @@ void WeatherManager::update(float duration)
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}
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std::string rainSnd = (mNextWeather == "" ? mWeatherSettings[mCurrentWeather].mRainLoopSoundID : "");
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if (!exterior) rainSnd = "";
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if (rainSnd != "")
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{
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if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), rainSnd) == mSoundsPlaying.end())
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