- 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:
parent
b89c4affae
commit
65a26d6779
26 changed files with 66 additions and 70 deletions
|
|
@ -908,7 +908,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
|
|||
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
|
||||
self->Vel.Z <= -39)
|
||||
{
|
||||
sound = S_FindSkinnedSound (self, "*splat");
|
||||
sound = S_FindSkinnedSound (self, S_FindSound("*splat"));
|
||||
chan = CHAN_BODY;
|
||||
}
|
||||
|
||||
|
|
@ -1169,7 +1169,7 @@ void P_CheckEnvironment(player_t *player)
|
|||
player->mo->Vel.Z >= -player->mo->FloatVar(NAME_FallingScreamMaxSpeed) && !player->morphTics &&
|
||||
player->mo->waterlevel == 0)
|
||||
{
|
||||
auto id = S_FindSkinnedSound(player->mo, "*falling");
|
||||
auto id = S_FindSkinnedSound(player->mo, S_FindSound("*falling"));
|
||||
if (id != NO_SOUND && !S_IsActorPlayingSomething(player->mo, CHAN_VOICE, id))
|
||||
{
|
||||
S_Sound(player->mo, CHAN_VOICE, 0, id, 1, ATTN_NORM);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue