Clean up some messages. I'm not too crazy about this; we should have parameters

to messages, and unify them with actor messages instead of having two major,
distinct, functionally similar messaging systems.   This is an improvement over
a chunk of messages that are handled differently than all other messages, though.
This commit is contained in:
Glenn Maynard
2006-02-23 23:50:32 +00:00
parent e63cfef561
commit af7fb8a25c
5 changed files with 30 additions and 30 deletions
+7 -7
View File
@@ -82,6 +82,10 @@ AutoScreenMessage( SM_DoNextScreen )
AutoScreenMessage( SM_StartHereWeGo )
AutoScreenMessage( SM_StopHereWeGo )
AutoScreenMessage( SM_BattleTrickLevel1 );
AutoScreenMessage( SM_BattleTrickLevel2 );
AutoScreenMessage( SM_BattleTrickLevel3 );
static Preference<float> g_fNetStartOffset( "NetworkStartOffset", -3.0 );
@@ -2485,13 +2489,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
int iTrickLevel = SM-SM_BattleTrickLevel1+1;
PlayAnnouncer( ssprintf("gameplay battle trick level%d",iTrickLevel), 3 );
switch( SM )
{
case SM_BattleTrickLevel1: m_soundBattleTrickLevel1.Play(); break;
case SM_BattleTrickLevel2: m_soundBattleTrickLevel2.Play(); break;
case SM_BattleTrickLevel3: m_soundBattleTrickLevel3.Play(); break;
default: ASSERT(0);
}
if( SM == SM_BattleTrickLevel1 ) m_soundBattleTrickLevel1.Play();
else if( SM == SM_BattleTrickLevel2 ) m_soundBattleTrickLevel2.Play();
else if( SM == SM_BattleTrickLevel3 ) m_soundBattleTrickLevel3.Play();
}
else if( SM >= SM_BattleDamageLevel1 && SM <= SM_BattleDamageLevel3 )
{