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Oct 31st, 2014
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  1. void ZSoundEngine::PlaySEReload(MMatchItemDesc *pDesc, float x, float y, float z, bool bHero)
  2. {
  3. if(!m_bSoundEnable || !pDesc ) return;
  4.  
  5. if(pDesc->m_nType.Ref() == MMIT_RANGE)
  6. {
  7. char* szSndName = pDesc->m_szReloadSndName;
  8. if(bPlayer)
  9. {
  10. char szBuffer[64];
  11. sprintf( szBuffer, "%s_2d", szSndName );
  12.  
  13. char key[256] = "";
  14. GetSoundName(szBuffer, key);
  15.  
  16. RealSound2::PlaySound(key, 200);
  17. }
  18. else
  19. {
  20. rvector pos = rvector(x,y,z);
  21. PlaySoundCharacter(szSndName, pos, bHero, 200);
  22. }
  23. }
  24.  
  25. }
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