- 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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@ -720,7 +720,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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if (!source->player) sound = source->AttackSound;
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else if (source->player->ReadyWeapon) sound = source->player->ReadyWeapon->AttackSound;
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else sound = NO_SOUND;
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if (!sound.isvalid()) sound = "weapons/railgf";
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if (!sound.isvalid()) sound = S_FindSound("weapons/railgf");
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// The railgun's sound is special. It gets played from the
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// point on the slug's trail that is closest to the hearing player.
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