- Added actors' BounceSound, WallBounceSound, and CrushPainSound to preloading.
- Moved marking of actor sounds for precaching into a virtual Actor function. SVN r3838 (trunk)
This commit is contained in:
parent
9d82c7fa0e
commit
625482aaeb
4 changed files with 29 additions and 16 deletions
|
|
@ -480,17 +480,12 @@ void S_PrecacheLevel ()
|
|||
// Precache all sounds known to be used by the currently spawned actors.
|
||||
while ( (actor = iterator.Next()) != NULL )
|
||||
{
|
||||
S_sfx[actor->SeeSound].bUsed = true;
|
||||
S_sfx[actor->AttackSound].bUsed = true;
|
||||
S_sfx[actor->PainSound].bUsed = true;
|
||||
S_sfx[actor->DeathSound].bUsed = true;
|
||||
S_sfx[actor->ActiveSound].bUsed = true;
|
||||
S_sfx[actor->UseSound].bUsed = true;
|
||||
actor->MarkPrecacheSounds();
|
||||
}
|
||||
// Precache all extra sounds requested by this map.
|
||||
for (i = 0; i < level.info->PrecacheSounds.Size(); ++i)
|
||||
{
|
||||
S_sfx[level.info->PrecacheSounds[i]].bUsed = true;
|
||||
level.info->PrecacheSounds[i].MarkUsed();
|
||||
}
|
||||
|
||||
for (i = 1; i < S_sfx.Size(); ++i)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue