Most notably, this cuts off the sound of any killing blow on a mob. (The death scream originates at the corpse object and can be heard.)
This may sound like a low priority fix but feels super annoying in game. It takes away from the experience when the smackiness of a killing blow is gone and you are left wondering where the mob went because the lack of sound indicates a miss, not a hit.
Note: The sounds play when this part from RemoteNode.cpp (line 112) is removed. Not a solution of course. (Del already informed me that this would cause a memory leak.)
// cleanup attached sounds
if (sounds)
{
for(std::list<ISound*>::iterator it = sounds->begin(); it != sounds->end(); ++it)
{
ISound* sound = *it;
sound->stop();
sound->drop();
}
sounds->clear();
delete sounds;
}
Most notably, this cuts off the sound of any killing blow on a mob. (The death scream originates at the corpse object and can be heard.)
This may sound like a low priority fix but feels super annoying in game. It takes away from the experience when the smackiness of a killing blow is gone and you are left wondering where the mob went because the lack of sound indicates a miss, not a hit.
Note: The sounds play when this part from RemoteNode.cpp (line 112) is removed. Not a solution of course. (Del already informed me that this would cause a memory leak.)