Fix some crashes with weapon sounds inappropriately set to -1 in the cons

git-svn-id: https://svn.eduke32.com/eduke32@1690 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2010-08-08 00:06:26 +00:00
parent ca382a894a
commit a2d2f0ed75

View file

@ -2135,7 +2135,7 @@ void P_FireWeapon(DukePlayer_t *p)
if (aplWeaponWorksLike[p->curr_weapon][snum] != KNEE_WEAPON) if (aplWeaponWorksLike[p->curr_weapon][snum] != KNEE_WEAPON)
p->ammo_amount[p->curr_weapon]--; p->ammo_amount[p->curr_weapon]--;
if (aplWeaponFireSound[p->curr_weapon][snum]) if (aplWeaponFireSound[p->curr_weapon][snum] > 0)
A_PlaySound(aplWeaponFireSound[p->curr_weapon][snum],p->i); A_PlaySound(aplWeaponFireSound[p->curr_weapon][snum],p->i);
Gv_SetVar(g_iWeaponVarID,p->curr_weapon,p->i,snum); Gv_SetVar(g_iWeaponVarID,p->curr_weapon,p->i,snum);
@ -3496,9 +3496,10 @@ void P_AddWeaponNoSwitch(DukePlayer_t *p, int32_t weapon)
p->gotweapon |= (1<<GROW_WEAPON); p->gotweapon |= (1<<GROW_WEAPON);
} }
if (aplWeaponSelectSound[p->curr_weapon][snum]) if (aplWeaponSelectSound[p->curr_weapon][snum] > 0)
S_StopEnvSound(aplWeaponSelectSound[p->curr_weapon][snum],p->i); S_StopEnvSound(aplWeaponSelectSound[p->curr_weapon][snum],p->i);
if (aplWeaponSelectSound[weapon][snum])
if (aplWeaponSelectSound[weapon][snum] > 0)
A_PlaySound(aplWeaponSelectSound[weapon][snum],p->i); A_PlaySound(aplWeaponSelectSound[weapon][snum],p->i);
} }
@ -4313,7 +4314,7 @@ void P_ProcessWeapon(int32_t snum)
{ {
if ((*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]+1)) if ((*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]+1))
{ {
if (aplWeaponReloadSound1[p->curr_weapon][snum]) if (aplWeaponReloadSound1[p->curr_weapon][snum] > 0)
A_PlaySound(aplWeaponReloadSound1[p->curr_weapon][snum],p->i); A_PlaySound(aplWeaponReloadSound1[p->curr_weapon][snum],p->i);
} }
else if (((*kb) == (aplWeaponReload[p->curr_weapon][snum] - (i/3)) && else if (((*kb) == (aplWeaponReload[p->curr_weapon][snum] - (i/3)) &&
@ -4322,7 +4323,7 @@ void P_ProcessWeapon(int32_t snum)
((*kb) == (aplWeaponReload[p->curr_weapon][snum] - i+4) && ((*kb) == (aplWeaponReload[p->curr_weapon][snum] - i+4) &&
(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_RELOAD_TIMING))) (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_RELOAD_TIMING)))
{ {
if (aplWeaponReloadSound2[p->curr_weapon][snum]) if (aplWeaponReloadSound2[p->curr_weapon][snum] > 0)
A_PlaySound(aplWeaponReloadSound2[p->curr_weapon][snum],p->i); A_PlaySound(aplWeaponReloadSound2[p->curr_weapon][snum],p->i);
} }
else if ((*kb) >= (aplWeaponReload[p->curr_weapon][snum])) else if ((*kb) >= (aplWeaponReload[p->curr_weapon][snum]))