- 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.
This commit is contained in:
Christoph Oelckers 2022-11-24 16:49:04 +01:00
commit 65a26d6779
26 changed files with 66 additions and 70 deletions

View file

@ -254,8 +254,8 @@ static void ParseLock(FScanner &sc, int &currentnumber)
auto lock = keynum == -1? &sink : &Locks.InsertNew(keynum);
lock->locksound.Push("*keytry");
lock->locksound.Push("misc/keytry");
lock->locksound.Push(S_FindSound("*keytry"));
lock->locksound.Push(S_FindSound("misc/keytry"));
while (!sc.CheckString("}"))
{
@ -298,7 +298,7 @@ static void ParseLock(FScanner &sc, int &currentnumber)
for (;;)
{
sc.MustGetString();
lock->locksound.Push(sc.String);
lock->locksound.Push(S_FindSound(sc.String));
if (!sc.GetString())
{
break;
@ -469,7 +469,7 @@ int P_CheckKeys (AActor *owner, int keynum, bool remote, bool quiet)
// Just a safety precaution. The messages should have been initialized upon game start.
if (!keysdone) P_InitKeyMessages();
FSoundID failage[2] = { "*keytry", "misc/keytry" };
FSoundID failage[2] = { S_FindSound("*keytry"), S_FindSound("misc/keytry") };
auto lock = Locks.CheckKey(keynum);
if (!lock)