postpone the engine sound played from c++ on soundcontroller (via OnSound override)
1462 {
1465
1466 #ifndef SERVER
1467 #ifndef NO_GUI
1471
1472 bool doInside = false;
1473
1475
1476 switch (state)
1477 {
1482
1484 break;
1486 doInside = true;
1487
1491
1494 break;
1495
1500 break;
1501
1506 break;
1507
1509 doInside = true;
1510
1514 break;
1516 doInside = true;
1517
1521 break;
1522
1523 default:
1524 break;
1525 }
1526
1527
1529 {
1530 if (player.IsCameraInsideVehicle())
1531 {
1533 }
1534 }
1535
1536 if (sound)
1537 {
1539
1541 sound.SetPosition(ModelToWorld(enginePos));
1542 sound.SetLocalPosition(enginePos);
1545
1547 }
1548
1549 #endif
1550 #endif
1551 }
proto native vector GetEnginePos()
Get actual position of engine (model space)
void SetEngineStarted(bool started)
string m_EngineStarting
Sounds.
ref EffectSound m_PreStartSound
MotorbikeEngineSoundState
MotorbikeEngineSoundState m_EngineLastSoundState
void SetEngineSoundState(MotorbikeEngineSoundState pState)
Super root of all classes in Enforce script.
void SetSoundSet(string snd)
Set soundset for the sound.
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
void SetSoundWaveKind(WaveKind wave_kind)
Set WaveKind for the sound.
void SetSoundFadeOut(float fade_out)
Set the sound fade out duration.
override void SetParent(Object parent_obj, int pivot)
Set parent for the sound to follow.
bool SoundPlay()
Plays sound.
Wrapper class for managing sound through SEffectManager.
static int EffectRegister(Effect effect)
Registers Effect in SEffectManager.
Manager class for managing Effect (EffectParticle, EffectSound)
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.