- migrate a large part of the sound code to FSoundIDs.
This has always been a wild mixture of IDs and ints.
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35 changed files with 224 additions and 205 deletions
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@ -719,8 +719,8 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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// Allow other sounds than 'weapons/railgf'!
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if (!source->player) sound = source->AttackSound;
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else if (source->player->ReadyWeapon) sound = source->player->ReadyWeapon->AttackSound;
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else sound = 0;
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if (!sound) sound = "weapons/railgf";
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else sound = NO_SOUND;
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if (!sound.isvalid()) sound = "weapons/railgf";
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// The railgun's sound is special. It gets played from the
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// point on the slug's trail that is closest to the hearing player.
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