- 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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26 changed files with 66 additions and 70 deletions
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@ -503,7 +503,7 @@ void DIntermissionScreenCast::Init(FIntermissionAction *desc, bool first)
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{
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mCastSounds[i].mSequence = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSequence;
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mCastSounds[i].mIndex = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mIndex;
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mCastSounds[i].mSound = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSound;
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mCastSounds[i].mSound = S_FindSound(static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSound);
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}
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caststate = mDefaults->SeeState;
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if (mClass->IsDescendantOf(NAME_PlayerPawn))
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@ -551,7 +551,7 @@ int DIntermissionScreenCast::Responder (FInputEvent *ev)
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if (mClass->IsDescendantOf(NAME_PlayerPawn))
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{
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auto snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
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auto snd = S_FindSkinnedSound(players[consoleplayer].mo, S_FindSound("*death"));
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if (snd != NO_SOUND) S_Sound (CHAN_VOICE, CHANF_UI, snd, 1, ATTN_NONE);
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}
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else if (mDefaults->DeathSound.isvalid())
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