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APROP_SoundClass inits a default value and checks for null pointers
- Gave default init value to SoundClass as "Player" - Changed SoundClass detection to use the if/else structure - Checked for null pointer in S_FindSkinnedSound when reading the player's sound class
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852a96497d
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2 changed files with 7 additions and 3 deletions
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@ -391,7 +391,7 @@ public:
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float BlendB = 0;
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float BlendA = 0;
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FString SoundClass;
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FString SoundClass = "Player";
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FString LogText; // [RH] Log for Strife
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FString SubtitleText;
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int SubtitleCounter;
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@ -1620,7 +1620,11 @@ static const char *GetSoundClass(AActor *pp)
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}
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auto sclass = player? pp->NameVar(NAME_SoundClass) : NAME_None;
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sclass != NAME_None ? pp->player->SoundClass = sclass.GetChars() : (FString)"player";
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if (sclass != NAME_None)
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pp->player->SoundClass = sclass.GetChars();
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else
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pp->player->SoundClass = "Player";
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return sclass != NAME_None ? sclass.GetChars() : "player";
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}
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@ -1638,7 +1642,7 @@ int S_FindSkinnedSound (AActor *actor, FSoundID refid)
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if (actor != nullptr)
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{
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pclass = actor->player->SoundClass;
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if (actor->player != nullptr) pclass = actor->player->SoundClass;
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if (actor->player != nullptr) gender = actor->player->userinfo.GetGender();
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}
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else
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