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Explosives - Fix Dial Tone Sound Position #8488

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merged 2 commits into from
Oct 8, 2021
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@654wak654 654wak654 commented Oct 7, 2021

When merged this pull request will:

  • Replace modelToWorldVisual with modelToWorldVisualWorld so that playSound3D plays the dial sound at the correct position.

I wanted to implement dialing as requested here, but to my surprise there was already dial tone functionality in the module!

A quick search shows every other code that uses playSound3D with modelToWorldVisual first runs it through AGLToASL, so this bug was unique. Edit: I've made another PR (#8489) to get rid of this ambiguity everywhere else.

@PabstMirror PabstMirror added this to the 3.14.0 milestone Oct 7, 2021
@PabstMirror PabstMirror added the kind/bug-fix Release Notes: **FIXED:** label Oct 7, 2021
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654wak654 commented Oct 8, 2021

I guess we could also get rid of the _i mod 4 part, and add a setting for "IED Dialer Audible Chance", but that is definitely out of the scope of this fix 😄.

@PabstMirror PabstMirror merged commit fb2b1ce into master Oct 8, 2021
@PabstMirror PabstMirror deleted the fix-explosives-dialing branch October 8, 2021 16:35
AndreasBrostrom pushed a commit to AndreasBrostrom/ACE3 that referenced this pull request Dec 3, 2021
* explosives - fix dial tone sound position

* Use right hand pos instead of hardcoded pos
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