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Original file line number Diff line number Diff line change
Expand Up @@ -422,20 +422,6 @@ void pickAndPlayUnitVoiceResponse( const DrawableList *list, GameMessage::Type m
break;
}

case GameMessage::MSG_DO_FORCE_ATTACK_GROUND:
{
soundToPlayPtr = templ->getPerUnitSound( "VoiceBombard" );
objectWithSound = obj;
skip = true;

if (TheAudio->isValidAudioEvent(soundToPlayPtr)) {
break;
} else {
// clear out the sound to play, and drop into the attack object logic.
soundToPlayPtr = NULL;
}
}

case GameMessage::MSG_SWITCH_WEAPONS:
{
if( info && info->m_weaponSlot )
Expand All @@ -457,7 +443,21 @@ void pickAndPlayUnitVoiceResponse( const DrawableList *list, GameMessage::Type m
}
break;
}


case GameMessage::MSG_DO_FORCE_ATTACK_GROUND:
{
soundToPlayPtr = templ->getPerUnitSound( "VoiceBombard" );
objectWithSound = obj;
skip = true;

if (TheAudio->isValidAudioEvent(soundToPlayPtr)) {
break;
} else {
// clear out the sound to play, and drop into the attack object logic.
soundToPlayPtr = NULL;
FALLTHROUGH;
}
}
case GameMessage::MSG_DO_FORCE_ATTACK_OBJECT:
case GameMessage::MSG_DO_ATTACK_OBJECT:
case GameMessage::MSG_DO_WEAPON_AT_OBJECT:
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -481,20 +481,6 @@ void pickAndPlayUnitVoiceResponse( const DrawableList *list, GameMessage::Type m
break;
}

case GameMessage::MSG_DO_FORCE_ATTACK_GROUND:
{
soundToPlayPtr = templ->getPerUnitSound( "VoiceBombard" );
objectWithSound = obj;
skip = true;

if (TheAudio->isValidAudioEvent(soundToPlayPtr)) {
break;
} else {
// clear out the sound to play, and drop into the attack object logic.
soundToPlayPtr = NULL;
}
}

case GameMessage::MSG_SWITCH_WEAPONS:
{
if( info && info->m_weaponSlot )
Expand All @@ -516,7 +502,21 @@ void pickAndPlayUnitVoiceResponse( const DrawableList *list, GameMessage::Type m
}
break;
}


case GameMessage::MSG_DO_FORCE_ATTACK_GROUND:
{
soundToPlayPtr = templ->getPerUnitSound( "VoiceBombard" );
objectWithSound = obj;
skip = true;

if (TheAudio->isValidAudioEvent(soundToPlayPtr)) {
break;
} else {
// clear out the sound to play, and drop into the attack object logic.
soundToPlayPtr = NULL;
FALLTHROUGH;
}
}
case GameMessage::MSG_DO_FORCE_ATTACK_OBJECT:
case GameMessage::MSG_DO_ATTACK_OBJECT:
case GameMessage::MSG_DO_WEAPON_AT_OBJECT:
Expand Down
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