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Fix crash in ProjectileManager when a sound id fails to play or is not found
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parent
911807ad4f
commit
7b5f3e3cdc
1 changed files with 7 additions and 3 deletions
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@ -280,7 +280,9 @@ namespace MWWorld
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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for (size_t it = 0; it != state.mSoundIds.size(); it++)
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{
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state.mSounds.push_back(sndMgr->playSound3D(pos, state.mSoundIds.at(it), 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop));
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MWBase::SoundPtr sound = sndMgr->playSound3D(pos, state.mSoundIds.at(it), 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
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if (sound)
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state.mSounds.push_back(sound);
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}
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mMagicBolts.push_back(state);
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@ -571,8 +573,10 @@ namespace MWWorld
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for (size_t soundIter = 0; soundIter != state.mSoundIds.size(); soundIter++)
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{
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state.mSounds.push_back(sndMgr->playSound3D(esm.mPosition, state.mSoundIds.at(soundIter), 1.0f, 1.0f,
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MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop));
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MWBase::SoundPtr sound = sndMgr->playSound3D(esm.mPosition, state.mSoundIds.at(soundIter), 1.0f, 1.0f,
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MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
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if (sound)
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state.mSounds.push_back(sound);
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}
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mMagicBolts.push_back(state);
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