- 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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@ -504,17 +504,17 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
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sc.Compare ("DeathSound"))
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{
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sc.MustGetString ();
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defaults->DeathSound = sc.String;
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defaults->DeathSound = S_FindSound(sc.String);
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}
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else if (def == DEF_BreakableDecoration && sc.Compare ("BurnDeathSound"))
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{
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sc.MustGetString ();
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defaults->ActiveSound = sc.String;
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defaults->ActiveSound = S_FindSound(sc.String);
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}
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else if (def == DEF_Projectile && sc.Compare ("SpawnSound"))
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{
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sc.MustGetString ();
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defaults->SeeSound = sc.String;
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defaults->SeeSound = S_FindSound(sc.String);
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}
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else if (def == DEF_Projectile && sc.Compare ("DoomBounce"))
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{
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@ -144,7 +144,7 @@ FxExpression *ParseParameter(FScanner &sc, PClassActor *cls, PType *type)
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if (type == TypeSound)
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{
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sc.MustGetString();
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x = new FxConstant(FSoundID(sc.String), sc);
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x = new FxConstant(S_FindSound(sc.String), sc);
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}
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else if (type == TypeBool || type == TypeSInt32 || type == TypeFloat64)
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{
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@ -879,7 +879,7 @@ static void DispatchScriptProperty(FScanner &sc, PProperty *prop, AActor *defaul
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else if (f->Type == TypeSound)
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{
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sc.MustGetString();
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*(FSoundID*)addr = sc.String;
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*(FSoundID*)addr = S_FindSound(sc.String);
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}
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else if (f->Type == TypeColor)
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{
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@ -467,7 +467,7 @@ void ZCCDoomCompiler::DispatchScriptProperty(PProperty *prop, ZCC_PropertyStmt *
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}
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else if (f->Type == TypeSound)
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{
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*(FSoundID*)addr = GetStringConst(ex, ctx);
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*(FSoundID*)addr = S_FindSound(GetStringConst(ex, ctx));
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}
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else if (f->Type == TypeColor && ex->ValueType == TypeString) // colors can also be specified as ints.
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{
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