- 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:
parent
1a6da52961
commit
160633a4a2
35 changed files with 224 additions and 205 deletions
|
|
@ -573,7 +573,7 @@ void R_InitSkins (void)
|
|||
unsigned i;
|
||||
int j, k, base;
|
||||
int lastlump;
|
||||
int aliasid;
|
||||
FSoundID aliasid;
|
||||
bool remove;
|
||||
PClassActor *basetype, *transtype;
|
||||
|
||||
|
|
@ -733,8 +733,8 @@ void R_InitSkins (void)
|
|||
}
|
||||
else
|
||||
{
|
||||
int sndref = soundEngine->FindSoundNoHash (key);
|
||||
if (sndref != 0)
|
||||
auto sndref = soundEngine->FindSoundNoHash (key);
|
||||
if (sndref.isvalid())
|
||||
{
|
||||
S_AddPlayerSound (Skins[i].Name, Skins[i].gender, sndref, lump, true);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue