Merge branch 'master' into jgrpp
# Conflicts: # src/dock_gui.cpp # src/rail_gui.cpp # src/road_gui.cpp # src/terraform_gui.cpp # src/vehicle.cpp # src/video/allegro_v.cpp # src/video/cocoa/cocoa_v.mm # src/video/dedicated_v.cpp # src/video/sdl2_v.cpp # src/video/sdl_v.cpp # src/video/win32_v.cpp
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@@ -2056,10 +2056,7 @@ bool Vehicle::HandleBreakdown()
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/* FALL THROUGH */
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case BREAKDOWN_CRITICAL:
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if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
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bool train_or_ship = this->type == VEH_TRAIN || this->type == VEH_SHIP;
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SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
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(train_or_ship ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
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(train_or_ship ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
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SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ? SND_10_BREAKDOWN_TRAIN_SHIP : SND_3A_BREAKDOWN_TRAIN_SHIP_TOYLAND, this);
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}
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if (!(this->vehstatus & VS_HIDDEN) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_NO_BREAKDOWN_SMOKE) && this->breakdown_delay > 0) {
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EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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@@ -2111,7 +2108,10 @@ bool Vehicle::HandleBreakdown()
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switch (this->breakdown_type) {
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case BREAKDOWN_CRITICAL:
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if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
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SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ? SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, this);
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bool train_or_ship = this->type == VEH_TRAIN || this->type == VEH_SHIP;
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SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
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(train_or_ship ? SND_10_BREAKDOWN_TRAIN_SHIP : SND_0F_BREAKDOWN_ROADVEHICLE) :
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(train_or_ship ? SND_3A_BREAKDOWN_TRAIN_SHIP_TOYLAND : SND_35_BREAKDOWN_ROADVEHICLE_TOYLAND), this);
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}
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if (!(this->vehstatus & VS_HIDDEN) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_NO_BREAKDOWN_SMOKE) && this->breakdown_delay > 0) {
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EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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