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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Submit Patch #4726 Make the reload sound depend on the weapon reloaded
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Submit Patch
  • Category
    General
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    3. Normal
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  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
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Description
[http://sourceforge.net/p/ufoai/patches/599 Item 599] imported from sourceforge.net tracker on 2013-01-28 20:43:43

I noticed there are some reload sound available in base/sound/weapons but only one is used, that seemed like a bit of a waste so I made a patch to change that
===== Comments Ported from Sourceforge =====

====== tlh2000 (2011-02-26 12:53:54) ======

can you check this patch crystan? i would like to apply it
====== geever (2011-02-27 10:34:21) ======

I see two little problems with it, but otherwise fine:

1) "reloadSound" and "reloadAttenuation" tokens: We don't use camelCase in scripts. We have tokens like "notonmarket" and "is_primary" but no camelCased. So, these tokens should be

a) "reloadsound" and "reloadattenuation"
b) "reload_sound" and "reload_attenuation"

I vote for the a).

2) The code doesn't have a default value. If there is no value set for an item, no sound will be played. It should rather fallback to a "default_reloadsound.ogg" if present IMHO.

-geever
====== darkrainx (2011-02-28 22:21:33) ======

Modified the patch, need to create a defaul sound but I'm not good at it, maybe I can copy one of the existing files?
====== darkrainx (2011-03-07 02:36:37) ======


====== darkrainx (2011-03-07 02:38:14) ======

Minor change: use reload-pistol.ogg as default
====== tlh2000 (2011-05-22 10:38:53) ======

Applied to master - thanks
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