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Player Water Effects#1938

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AdamTadeusz merged 3 commits intoNeotokyoRebuild:masterfrom
AdamTadeusz:353_playerWaterEffects
Apr 23, 2026
Merged

Player Water Effects#1938
AdamTadeusz merged 3 commits intoNeotokyoRebuild:masterfrom
AdamTadeusz:353_playerWaterEffects

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@AdamTadeusz
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Description

Network m_nWaterLevel to all players so players make the correct footstep noises when in water.
Duplicated the watersplash effect for players where the volume of the effect is halved.
Started dispatching the waterriples and watersplash effects for players client side for the local player.

Toolchain

  • Windows MSVC VS2022

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@AdamTadeusz
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AdamTadeusz commented Apr 9, 2026

FX_PlayerSplash is a copy of FX_GunshotSplash, and FX_PlayerSlimeSplash is a copy of FX_GunshotSlimeSplash, with the sound volume halved. While lowering the sound level would make the noise drop faster over distance, im worried this may sound weird. SNDLVL_NORM sounds (from the name) like the falloff sound level we want for the effect, so I only made the splash quieter for now

@AdamTadeusz AdamTadeusz requested a review from a team April 9, 2026 11:53
Comment thread src/game/shared/neo/neo_player_shared.cpp Outdated
Comment thread src/game/client/fx_water.cpp
@sunzenshen sunzenshen requested a review from a team April 11, 2026 20:47
@Rainyan Rainyan requested review from Rainyan and removed request for a team April 17, 2026 05:19
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Somewhat related to #1782: in OGNT, if you sneak (below footstep velocity) into or out of a pool of water, the waterlevel transition between water/land doesn't play the splash sound cue, whereas for NTRE it seems we currently always play it. Maybe it'd be good to implement the walking check for parity, if you think it fits this PR.

I guess the logic at SPLASH_SPEED_THRESHOLD would be the thing that controls this? Or rather, for the walk case, the "waterripple" wouldn't be played by OGNT I presume

@AdamTadeusz
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Somewhat related to #1782: in OGNT, if you sneak (below footstep velocity) into or out of a pool of water, the waterlevel transition between water/land doesn't play the splash sound cue, whereas for NTRE it seems we currently always play it. Maybe it'd be good to implement the walking check for parity, if you think it fits this PR.

I guess the logic at SPLASH_SPEED_THRESHOLD would be the thing that controls this? Or rather, for the walk case, the "waterripple" wouldn't be played by OGNT I presume

I opened #1952 to address this in the future in another PR

@AdamTadeusz AdamTadeusz merged commit 3957123 into NeotokyoRebuild:master Apr 23, 2026
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@AdamTadeusz AdamTadeusz deleted the 353_playerWaterEffects branch April 23, 2026 15:02
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