diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 4c040efb..4822fd04 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -7201,7 +7201,10 @@ cPedComments::Process() AudioManager.m_sQueueSample.m_bRequireReflection = true; AudioManager.m_sQueueSample.m_bIs2D = false; #ifdef FIX_BUGS - AudioManager.m_sQueueSample.m_bIs2D = sampleIndex >= 8694 && sampleIndex < TOTAL_AUDIO_SAMPLES; // check if player sfx, TODO: enum + if (sampleIndex >= 8694 && sampleIndex < TOTAL_AUDIO_SAMPLES) { // check if player sfx, TODO: enum + AudioManager.m_sQueueSample.m_bIs2D = true; + AudioManager.m_sQueueSample.m_nOffset = 63; + } #endif // FIX_BUGS AudioManager.m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(AudioManager.m_sQueueSample.m_nSampleIndex) + AudioManager.RandomDisplacement(750); diff --git a/src/control/Pickups.cpp b/src/control/Pickups.cpp index 2a5863f1..3d76fe5b 100644 --- a/src/control/Pickups.cpp +++ b/src/control/Pickups.cpp @@ -508,7 +508,7 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId) result = true; Remove(); DMAudio.PlayFrontEndSound(SOUND_PICKUP_HIDDEN_PACKAGE, 0); - return true; + break; case PICKUP_MONEY: CWorld::Players[playerId].m_nMoney += m_nQuantity; sprintf(gString, "$%d", m_nQuantity); @@ -518,12 +518,13 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId) result = true; Remove(); DMAudio.PlayFrontEndSound(SOUND_PICKUP_MONEY, 0); - return true; + player->Say(SOUND_PED_MUGGING); + break; case PICKUP_ASSET_REVENUE: CWorld::Players[CWorld::PlayerInFocus].m_nMoney += m_fRevenue; m_fRevenue = 0.0f; DMAudio.PlayFrontEndSound(SOUND_PICKUP_MONEY, 0); - return false; + break; case PICKUP_PROPERTY_LOCKED: if (!m_bWasControlMessageShown) { m_bWasControlMessageShown = true; diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 1f53853f..24718b19 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -1055,6 +1055,7 @@ CPlayerPed::FindWeaponLockOnTarget(void) if (nextTarget) nextTarget->RegisterReference((CEntity**)&m_pPointGunAt); SetPointGunAt(nextTarget); + Say(SOUND_PED_AIMING); return true; }