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ESGS_Combat vs ESGS_CombatMonsterHunt - difference?


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Anyone knows difference between these two commands/conditions/states? - whatever 😄 im not programmer, im noob. What they impact? One is for entering combat state, when near enemy NPCs, but what the second one? Im working on audio mod Less music, which tweaks music during exploration and combat. Currently there is disabled music for both these "conditions", which in game disables combat music during exploration. Combat music during story fights and  bosses is still working with these two conditions off.

part of the code from sound script:

Spoiler

private function GameStateToString( enumName : ESoundGameState ) : string
    {
        switch ( enumName )
        {
            case ESGS_Default:
                return "";
            case ESGS_Exploration:
                return lim_StringToggled("exploration");
            case ESGS_ExplorationNight:
                return lim_StringToggled("exploration_night");
            case ESGS_Focus:
                return lim_StringToggled("focus_exploration");
            case ESGS_FocusNight:
                return lim_StringToggled("focus_exploration_night");
            case ESGS_Combat:
                if (lim_muted) {
                return ""; }
                else {
                return "exploration"; }
                case ESGS_ExplorationNight:
                if (lim_muted) {
                return ""; }
                else {
                return "exploration_night"; }
            case ESGS_CombatMonsterHunt:
                if (lim_muted) {
                return ""; }
                else {
                return "exploration"; }
                case ESGS_ExplorationNight:
                if (lim_muted) {
                return ""; }
                else {
                return "exploration_night"; }
            case ESGS_Dialog:
                if (lim_muted) {
                return ""; }
                else {
                return "dialog_scene"; }
                case ESGS_DialogNight:
                if (lim_muted) {
                return ""; }
                else {
                return "dialog_scene_night"; }
            case ESGS_Cutscene:
                return "cutscene";
            case ESGS_Minigame:
                return "";
            case ESGS_Death:
                return "";
            case ESGS_Movie:
                return "movie";
            case ESGS_Boat:
                return "boat";
            case ESGS_MusicOnly:
                return "music_only";
            case ESGS_Underwater:
                return "underwater";
            case ESGS_UnderwaterCombat:
                return "";
            case ESGS_FocusUnderwater:
                return "underwater_focus";
            case ESGS_FocusUnderwaterCombat:
                return "";
            case ESGS_Paused:
                return "";
            case ESGS_Gwent:
                return "gwent";
            default:
                return "";
        }
    }

 

Edited by vinc1234567
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