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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
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1 changed files with 6 additions and 5 deletions
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@ -2135,7 +2135,7 @@ void P_FireWeapon(DukePlayer_t *p)
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if (aplWeaponWorksLike[p->curr_weapon][snum] != KNEE_WEAPON)
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if (aplWeaponWorksLike[p->curr_weapon][snum] != KNEE_WEAPON)
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p->ammo_amount[p->curr_weapon]--;
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p->ammo_amount[p->curr_weapon]--;
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if (aplWeaponFireSound[p->curr_weapon][snum])
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if (aplWeaponFireSound[p->curr_weapon][snum] > 0)
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A_PlaySound(aplWeaponFireSound[p->curr_weapon][snum],p->i);
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A_PlaySound(aplWeaponFireSound[p->curr_weapon][snum],p->i);
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Gv_SetVar(g_iWeaponVarID,p->curr_weapon,p->i,snum);
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Gv_SetVar(g_iWeaponVarID,p->curr_weapon,p->i,snum);
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@ -3496,9 +3496,10 @@ void P_AddWeaponNoSwitch(DukePlayer_t *p, int32_t weapon)
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p->gotweapon |= (1<<GROW_WEAPON);
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p->gotweapon |= (1<<GROW_WEAPON);
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}
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}
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if (aplWeaponSelectSound[p->curr_weapon][snum])
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if (aplWeaponSelectSound[p->curr_weapon][snum] > 0)
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S_StopEnvSound(aplWeaponSelectSound[p->curr_weapon][snum],p->i);
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S_StopEnvSound(aplWeaponSelectSound[p->curr_weapon][snum],p->i);
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if (aplWeaponSelectSound[weapon][snum])
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if (aplWeaponSelectSound[weapon][snum] > 0)
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A_PlaySound(aplWeaponSelectSound[weapon][snum],p->i);
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A_PlaySound(aplWeaponSelectSound[weapon][snum],p->i);
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}
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}
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@ -4313,7 +4314,7 @@ void P_ProcessWeapon(int32_t snum)
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{
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{
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if ((*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]+1))
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if ((*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]+1))
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{
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{
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if (aplWeaponReloadSound1[p->curr_weapon][snum])
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if (aplWeaponReloadSound1[p->curr_weapon][snum] > 0)
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A_PlaySound(aplWeaponReloadSound1[p->curr_weapon][snum],p->i);
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A_PlaySound(aplWeaponReloadSound1[p->curr_weapon][snum],p->i);
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}
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}
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else if (((*kb) == (aplWeaponReload[p->curr_weapon][snum] - (i/3)) &&
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else if (((*kb) == (aplWeaponReload[p->curr_weapon][snum] - (i/3)) &&
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@ -4322,7 +4323,7 @@ void P_ProcessWeapon(int32_t snum)
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((*kb) == (aplWeaponReload[p->curr_weapon][snum] - i+4) &&
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((*kb) == (aplWeaponReload[p->curr_weapon][snum] - i+4) &&
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(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_RELOAD_TIMING)))
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(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_RELOAD_TIMING)))
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{
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{
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if (aplWeaponReloadSound2[p->curr_weapon][snum])
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if (aplWeaponReloadSound2[p->curr_weapon][snum] > 0)
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A_PlaySound(aplWeaponReloadSound2[p->curr_weapon][snum],p->i);
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A_PlaySound(aplWeaponReloadSound2[p->curr_weapon][snum],p->i);
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}
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}
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else if ((*kb) >= (aplWeaponReload[p->curr_weapon][snum]))
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else if ((*kb) >= (aplWeaponReload[p->curr_weapon][snum]))
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