Do that better, and add a TODO.

This commit is contained in:
Shane Handley 2020-03-02 03:40:12 +09:00
parent 5dbc9b3b84
commit 9b0f11bd89

View File

@ -157,14 +157,21 @@ impl MovementEventMapper {
{
if let Some(wield_event) = match (
previous_event.weapon_drawn,
current_event.action.is_roll(),
Self::has_weapon_drawn(current_event.action),
) {
(false, false, true) => Some(SfxEvent::Wield(kind)),
(true, false, false) => Some(SfxEvent::Unwield(kind)),
(false, true) => Some(SfxEvent::Wield(kind)),
(true, false) => Some(SfxEvent::Unwield(kind)),
_ => None,
} {
return wield_event;
// We don't want wield/unwield sfx when we begin and end rolling, because when
// the players rolls repeatedly they trigger too frequently
// @TODO maybe re-enable these when we have a solid way to cancel them in the
// above scenario
if current_event.action.is_roll() {
return None;
} else {
return wield_event;
}
}
}