- removed the string constructors from FSoundID.
Due to C++ conversion rules this was a bit too volatile. There's really not enough places where being able to pass a string directly into the sound API was beneficial - the two most frequent functions now got overloaded variants.
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b89c4affae
commit
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26 changed files with 66 additions and 70 deletions
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@ -254,8 +254,8 @@ static void ParseLock(FScanner &sc, int ¤tnumber)
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auto lock = keynum == -1? &sink : &Locks.InsertNew(keynum);
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lock->locksound.Push("*keytry");
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lock->locksound.Push("misc/keytry");
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lock->locksound.Push(S_FindSound("*keytry"));
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lock->locksound.Push(S_FindSound("misc/keytry"));
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while (!sc.CheckString("}"))
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{
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@ -298,7 +298,7 @@ static void ParseLock(FScanner &sc, int ¤tnumber)
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for (;;)
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{
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sc.MustGetString();
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lock->locksound.Push(sc.String);
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lock->locksound.Push(S_FindSound(sc.String));
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if (!sc.GetString())
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{
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break;
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@ -469,7 +469,7 @@ int P_CheckKeys (AActor *owner, int keynum, bool remote, bool quiet)
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// Just a safety precaution. The messages should have been initialized upon game start.
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if (!keysdone) P_InitKeyMessages();
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FSoundID failage[2] = { "*keytry", "misc/keytry" };
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FSoundID failage[2] = { S_FindSound("*keytry"), S_FindSound("misc/keytry") };
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auto lock = Locks.CheckKey(keynum);
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if (!lock)
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