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Disable pained sounds and tighten fidget criteria
Removed jump/land sounds (attack/wound sounds had pained growls). Made fidget discovery much stricter to exclude jerky battle animations. Changes: - Disabled playJumpSound for ground mounts (attack sounds too aggressive) - Disabled playLandSound for ground mounts (wound sounds have growls) - Fidget criteria now requires BOTH frequency AND replay (not OR) - Excluded IDs 11-15 (attacks) in addition to 16-21 (combat) - Only animations with proper idle metadata will be selected
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2 changed files with 24 additions and 26 deletions
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@ -752,15 +752,14 @@ void Renderer::setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float h
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" speed=", seq.movingSpeed);
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}
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// Exclude known problematic animations: death (5,6), combat (16-21), wounds (7-9)
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// Exclude known problematic animations: death (5-6), wounds (7-9), combat (16-21), attacks (11-15)
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bool isDeathOrWound = (seq.id >= 5 && seq.id <= 9);
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bool isCombat = (seq.id >= 16 && seq.id <= 21);
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bool isAttackOrCombat = (seq.id >= 11 && seq.id <= 21);
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bool isSpecial = (seq.id == 2 || seq.id == 3); // Often aggressive specials
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// Select fidgets: non-looping + (frequency OR replay) + stationary + not death/combat
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// Relaxed: some mounts may only have one of the markers
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if (!isLoop && (hasFrequency || hasReplay) && isStationary && reasonableDuration &&
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!isDeathOrWound && !isCombat && !isSpecial) {
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// Select fidgets: STRICT - require BOTH frequency AND replay to ensure proper idle markers
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if (!isLoop && hasFrequency && hasReplay && isStationary && reasonableDuration &&
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!isDeathOrWound && !isAttackOrCombat && !isSpecial) {
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// Bonus: chains back to stand (indicates idle behavior)
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bool chainsToStand = (seq.nextAnimation == (int16_t)mountAnims_.stand) ||
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(seq.aliasNext == mountAnims_.stand) ||
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