Remove legacy .aud sound defaults from Common traits

While C&C-specific sound defaults might be acceptable for C&C-specific traits like MadTank and Chronoshiftable, for common, generic traits like Building they no longer are.
This commit is contained in:
reaperrr
2017-09-10 12:45:49 +02:00
committed by abcdefg30
parent 58b5e7b243
commit d643d2ebda
5 changed files with 40 additions and 5 deletions

View File

@@ -55,9 +55,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Clear smudges from underneath the building footprint on transform.")]
public readonly bool RemoveSmudgesOnTransform = true;
public readonly string[] BuildSounds = { "placbldg.aud", "build5.aud" };
public readonly string[] BuildSounds = { };
public readonly string[] UndeploySounds = { "cashturn.aud" };
public readonly string[] UndeploySounds = { };
public virtual object Create(ActorInitializer init) { return new Building(init, this); }

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly int SuccessRate = 50;
[Desc("Sound to play when ejecting the pilot from the aircraft.")]
public readonly string ChuteSound = "chute1.aud";
public readonly string ChuteSound = null;
[Desc("Can a destroyed aircraft eject its pilot while it has not yet fallen to ground level?")]
public readonly bool EjectInAir = false;

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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly WDist DropRange = WDist.FromCells(4);
[Desc("Sound to play when dropping.")]
public readonly string ChuteSound = "chute1.aud";
public readonly string ChuteSound = null;
public object Create(ActorInitializer init) { return new ParaDrop(init.Self, this); }
}

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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits
[ActorReference(typeof(AircraftInfo))] public readonly string ActorType = "badr";
[Desc("Sound to play when dropping the unit.")]
public readonly string ChuteSound = "chute1.aud";
public readonly string ChuteSound = null;
[Desc("Notification to play when dropping the unit.")]
public readonly string ReadyAudio = null;