- 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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1a6da52961
commit
160633a4a2
35 changed files with 224 additions and 205 deletions
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@ -4613,7 +4613,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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if (!Trace(tempos, t1->Sector, direction, distance, MF_SHOOTABLE,
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ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace, tflags, CheckForActor, &TData))
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{ // hit nothing
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if (!nointeract && puffDefaults && puffDefaults->ActiveSound)
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if (!nointeract && puffDefaults && puffDefaults->ActiveSound.isvalid())
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{ // Play miss sound
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S_Sound(t1, CHAN_WEAPON, 0, puffDefaults->ActiveSound, 1, ATTN_NORM);
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}
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@ -6379,7 +6379,7 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
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P_DrawSplash2(thing->Level, 32, thing->PosPlusZ(thing->Height/2), an, 2, thing->BloodColor);
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}
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}
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if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
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if (thing->CrushPainSound != NO_SOUND && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
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{
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S_Sound(thing, CHAN_VOICE, 0, thing->CrushPainSound, 1.f, ATTN_NORM);
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}
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