void MagicSightSpell::Update() { if(m_caster == EntityHandle_Player) { Vec3f pos = ARX_PLAYER_FrontPos(); ARX_SOUND_RefreshPosition(m_snd_loop, pos); } }
void MagicSightSpell::Update(float timeDelta) { ARX_UNUSED(timeDelta); if(m_caster == PlayerEntityHandle) { Vec3f pos; ARX_PLAYER_FrontPos(&pos); ARX_SOUND_RefreshPosition(m_snd_loop, pos); if(subj.focal > IMPROVED_FOCAL) subj.focal -= DEC_FOCAL; } }