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.
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@@ -55,9 +55,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Clear smudges from underneath the building footprint on transform.")]
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public readonly bool RemoveSmudgesOnTransform = true;
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public readonly string[] BuildSounds = { "placbldg.aud", "build5.aud" };
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public readonly string[] BuildSounds = { };
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public readonly string[] UndeploySounds = { "cashturn.aud" };
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public readonly string[] UndeploySounds = { };
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public virtual object Create(ActorInitializer init) { return new Building(init, this); }
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int SuccessRate = 50;
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[Desc("Sound to play when ejecting the pilot from the aircraft.")]
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public readonly string ChuteSound = "chute1.aud";
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public readonly string ChuteSound = null;
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[Desc("Can a destroyed aircraft eject its pilot while it has not yet fallen to ground level?")]
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public readonly bool EjectInAir = false;
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly WDist DropRange = WDist.FromCells(4);
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[Desc("Sound to play when dropping.")]
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public readonly string ChuteSound = "chute1.aud";
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public readonly string ChuteSound = null;
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public object Create(ActorInitializer init) { return new ParaDrop(init.Self, this); }
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}
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits
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[ActorReference(typeof(AircraftInfo))] public readonly string ActorType = "badr";
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[Desc("Sound to play when dropping the unit.")]
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public readonly string ChuteSound = "chute1.aud";
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public readonly string ChuteSound = null;
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[Desc("Notification to play when dropping the unit.")]
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public readonly string ReadyAudio = null;
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