Checks for emptyString in preload

Sound asset out for emptyString
This commit is contained in:
marauder2k7 2021-09-28 21:10:48 +01:00
parent 4429de59b0
commit 76addc52eb
6 changed files with 44 additions and 11 deletions

View file

@ -367,8 +367,13 @@ bool ProjectileData::preload(bool server, String &errorStr)
if (Sim::findObject(decalId, decal) == false)
Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid packet, bad datablockId(decal): %d", decalId);
if( !getProjectileSound() )
Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid asset");
if (getProjectileSound() != StringTable->EmptyString())
{
_setProjectileSound(getProjectileSound());
if (!getProjectileSoundProfile())
Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Cant get an sfxProfile for splash.");
}
if (!lightDesc && lightDescId != 0)
if (Sim::findObject(lightDescId, lightDesc) == false)