- migrate a large part of the sound code to FSoundIDs.

This has always been a wild mixture of IDs and ints.
This commit is contained in:
Christoph Oelckers 2022-11-24 15:22:07 +01:00
commit 160633a4a2
35 changed files with 224 additions and 205 deletions

View file

@ -719,8 +719,8 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
// Allow other sounds than 'weapons/railgf'!
if (!source->player) sound = source->AttackSound;
else if (source->player->ReadyWeapon) sound = source->player->ReadyWeapon->AttackSound;
else sound = 0;
if (!sound) sound = "weapons/railgf";
else sound = NO_SOUND;
if (!sound.isvalid()) sound = "weapons/railgf";
// The railgun's sound is special. It gets played from the
// point on the slug's trail that is closest to the hearing player.