Skip to content

Commit

Permalink
ChaosMod/EffectDispatcher: Fix SoundId not being properly set on effe…
Browse files Browse the repository at this point in the history
…ct dispatch
  • Loading branch information
pongo1231 committed Jan 18, 2025
1 parent 4fa3704 commit 55519b5
Showing 1 changed file with 11 additions and 11 deletions.
22 changes: 11 additions & 11 deletions ChaosMod/Components/EffectDispatcher.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -157,17 +157,17 @@ static void _DispatchEffect(EffectDispatcher *effectDispatcher, const EffectDisp
break;
}

EffectDispatcher::ActiveEffect activeEffect = {
.Identifier = entry.Identifier,
.Name = effectName.str(),
.ThreadId = EffectThreads::CreateThread(registeredEffect),
.Timer = static_cast<float>(effectDuration),
.MaxTime = static_cast<float>(effectDuration),
.IsTimed = effectData.TimedType != EffectTimedType::NotTimed,
.IsMeta = effectData.IsMeta(),
.HideEffectName = effectData.ShouldHideRealNameOnStart(),
};
effectDispatcher->SharedState.ActiveEffects.push_back(activeEffect);
effectDispatcher->SharedState.ActiveEffects.push_back({
.Identifier = entry.Identifier,
.Name = effectName.str(),
.ThreadId = EffectThreads::CreateThread(registeredEffect),
.Timer = static_cast<float>(effectDuration),
.MaxTime = static_cast<float>(effectDuration),
.IsTimed = effectData.TimedType != EffectTimedType::NotTimed,
.IsMeta = effectData.IsMeta(),
.HideEffectName = effectData.ShouldHideRealNameOnStart(),
});
auto &activeEffect = effectDispatcher->SharedState.ActiveEffects.back();

playEffectDispatchSound(activeEffect);

Expand Down

0 comments on commit 55519b5

Please sign in to comment.