mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-16 00:54:54 +00:00
minor logic cleanups. we want to ensure if we *do* set the projectile sound to empty via editor, that gets propagated
This commit is contained in:
parent
9217c62446
commit
33210c4a1e
1 changed files with 2 additions and 3 deletions
|
|
@ -367,10 +367,9 @@ bool ProjectileData::preload(bool server, String &errorStr)
|
||||||
if (Sim::findObject(decalId, decal) == false)
|
if (Sim::findObject(decalId, decal) == false)
|
||||||
Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(decal): %d", decalId);
|
Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(decal): %d", decalId);
|
||||||
|
|
||||||
|
_setProjectileSound(getProjectileSound());
|
||||||
if (getProjectileSound() != StringTable->EmptyString())
|
if (getProjectileSound() != StringTable->EmptyString())
|
||||||
{
|
{
|
||||||
_setProjectileSound(getProjectileSound());
|
|
||||||
|
|
||||||
if (!getProjectileSoundProfile())
|
if (!getProjectileSoundProfile())
|
||||||
Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Cant get an sfxProfile for splash.");
|
Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Cant get an sfxProfile for splash.");
|
||||||
}
|
}
|
||||||
|
|
@ -1101,7 +1100,7 @@ void Projectile::explode( const Point3F &p, const Point3F &n, const U32 collideT
|
||||||
|
|
||||||
void Projectile::updateSound()
|
void Projectile::updateSound()
|
||||||
{
|
{
|
||||||
if (!mDataBlock->getProjectileSound())
|
if (!mDataBlock->isProjectileSoundValid())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if ( mSound )
|
if ( mSound )
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue