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Play sound when receiving message, not just on sending ours

This commit is contained in:
Ivan Savenko 2023-07-03 17:12:31 +03:00
parent aacef72125
commit 48eb8ab54f
2 changed files with 9 additions and 11 deletions
client/adventureMap
server

@ -104,6 +104,7 @@ void CInGameConsole::print(const std::string & txt)
}
GH.windows().totalRedraw(); // FIXME: ingame console has no parent widget set
CCS->soundh->playSound("CHAT");
}
void CInGameConsole::keyPressed (EShortcut key)
@ -134,11 +135,6 @@ void CInGameConsole::keyPressed (EShortcut key)
{
bool anyTextExceptCaret = enteredText.size() > 1;
endEnteringText(anyTextExceptCaret);
if(anyTextExceptCaret)
{
CCS->soundh->playSound("CHAT");
}
}
break;
}

@ -4980,12 +4980,6 @@ void CGameHandler::playerMessage(PlayerColor player, const std::string &message,
{
bool cheated = false;
if(!getPlayerSettings(player)->isControlledByAI())
{
PlayerMessageClient temp_message(player, message);
sendAndApply(&temp_message);
}
std::vector<std::string> words;
boost::split(words, message, boost::is_any_of(" "));
@ -5106,6 +5100,14 @@ void CGameHandler::playerMessage(PlayerColor player, const std::string &message,
if(!player.isSpectator())
checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
}
else
{
if(!getPlayerSettings(player)->isControlledByAI())
{
PlayerMessageClient temp_message(player, message);
sendAndApply(&temp_message);
}
}
}
bool CGameHandler::makeCustomAction(BattleAction & ba)