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minor logic cleanups. we want to ensure if we *do* set the projectile sound to empty via editor, that gets propagated
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9217c62446
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33210c4a1e
1 changed files with 2 additions and 3 deletions
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@ -367,10 +367,9 @@ bool ProjectileData::preload(bool server, String &errorStr)
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if (Sim::findObject(decalId, decal) == false)
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Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(decal): %d", decalId);
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_setProjectileSound(getProjectileSound());
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if (getProjectileSound() != StringTable->EmptyString())
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{
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_setProjectileSound(getProjectileSound());
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if (!getProjectileSoundProfile())
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Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Cant get an sfxProfile for splash.");
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}
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@ -1101,7 +1100,7 @@ void Projectile::explode( const Point3F &p, const Point3F &n, const U32 collideT
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void Projectile::updateSound()
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{
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if (!mDataBlock->getProjectileSound())
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if (!mDataBlock->isProjectileSoundValid())
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return;
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if ( mSound )
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