Fix 0.7 client flag sounds being duplicated when dummy is connected

Closed https://github.com/ddnet-insta/ddnet-insta/issues/127
This commit is contained in:
ChillerDragon 2024-09-18 10:40:36 +08:00
parent 60624d5599
commit 7192bbf397

View file

@ -620,10 +620,12 @@ void *CGameClient::TranslateGameMsg(int *pMsgId, CUnpacker *pUnpacker, int Conn)
switch(GameMsgId)
{
case protocol7::GAMEMSG_CTF_DROP:
m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_DROP);
if(Conn == g_Config.m_ClDummy)
m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_DROP);
break;
case protocol7::GAMEMSG_CTF_RETURN:
m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_RETURN);
if(Conn == g_Config.m_ClDummy)
m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_RETURN);
break;
case protocol7::GAMEMSG_TEAM_ALL:
{
@ -650,7 +652,8 @@ void *CGameClient::TranslateGameMsg(int *pMsgId, CUnpacker *pUnpacker, int Conn)
}
break;
case protocol7::GAMEMSG_CTF_GRAB:
m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_GRAB_EN);
if(Conn == g_Config.m_ClDummy)
m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_GRAB_EN);
break;
case protocol7::GAMEMSG_GAME_PAUSED:
{
@ -660,7 +663,8 @@ void *CGameClient::TranslateGameMsg(int *pMsgId, CUnpacker *pUnpacker, int Conn)
}
break;
case protocol7::GAMEMSG_CTF_CAPTURE:
m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_CAPTURE);
if(Conn == g_Config.m_ClDummy)
m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_CAPTURE);
int ClientId = clamp(aParaI[1], 0, MAX_CLIENTS - 1);
m_aStats[ClientId].m_FlagCaptures++;