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Checks for emptyString in preload
Sound asset out for emptyString
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4429de59b0
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6 changed files with 44 additions and 11 deletions
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@ -367,8 +367,13 @@ 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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if( !getProjectileSound() )
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Con::errorf(ConsoleLogEntry::General, "ProjectileData::preload: Invalid asset");
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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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if (!lightDesc && lightDescId != 0)
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if (Sim::findObject(lightDescId, lightDesc) == false)
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