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* Add optional sound effects to emotes Replace the raw 2D string emote table with a struct-based EmoteEntry/EmotePhase table so each emote phase can declare an optional 3D spatialized sound effect. The sound plays via LegoCacheSoundManager when the emote phase starts, positioned at the character's ROI. No extra network sync needed since sounds trigger locally when TriggerEmote is called on each client. Adds "crash5" sound to the BNsDis01 (disassemble) emote phase. https://claude.ai/code/session_013XkwJJZ4RbNcBMFESuPTfJ * Extract animation/asset tables from protocol.h into animdata.h Move EmotePhase, EmoteEntry structs, animation table externs (walk/idle/emote/vehicle), and helpers (IsMultiPartEmote, IsLargeVehicle, DetectVehicleType) into a dedicated animdata.h/cpp pair. This keeps protocol.h focused on wire-format concerns (message structs, serialization, enums) while animdata.h owns game asset data. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude <noreply@anthropic.com> |
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