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Fix SpawnActorPower not playing launch sounds #13740

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merged 1 commit into from Aug 9, 2017

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reaperrr commented Jul 27, 2017

Fixes #13735.

Simple and obvious enough to go into stable, I think.

@reaperrr reaperrr added this to the Next Release milestone Jul 27, 2017

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reaperrr Aug 5, 2017

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@Inqubi confirmed the fix in #13735.

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reaperrr commented Aug 5, 2017

@Inqubi confirmed the fix in #13735.

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Actually, now that I think of it. Shouldn't this go after the info.Actor != null check? (I.e. next to Game.Sound.Play(SoundType.World, info.DeploySound, location);?).

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abcdefg30 commented Aug 7, 2017

Actually, now that I think of it. Shouldn't this go after the info.Actor != null check? (I.e. next to Game.Sound.Play(SoundType.World, info.DeploySound, location);?).

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Actually, that info.Actor != null check is bogus, because the Actor field has FieldLoader.Require.

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reaperrr commented Aug 7, 2017

Actually, that info.Actor != null check is bogus, because the Actor field has FieldLoader.Require.

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What happens when you use just Actor: in yaml? The field would probably be parsed as "", so that check should be replaced by IsNullOrEmpty?

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abcdefg30 commented Aug 8, 2017

What happens when you use just Actor: in yaml? The field would probably be parsed as "", so that check should be replaced by IsNullOrEmpty?

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What happens when you use just Actor: in yaml? The field would probably be parsed as "", so that check should be replaced by IsNullOrEmpty?

In my opinion using Actor: in yaml is bogus and should crash, if someone wants to disable it the whole power should be disabled.

Anyway, I don't want to take any risks or delays for stable so I just moved the PlaySounds() into the FrameEndTask, we can still file a follow-up for bleed later.

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reaperrr commented Aug 9, 2017

What happens when you use just Actor: in yaml? The field would probably be parsed as "", so that check should be replaced by IsNullOrEmpty?

In my opinion using Actor: in yaml is bogus and should crash, if someone wants to disable it the whole power should be disabled.

Anyway, I don't want to take any risks or delays for stable so I just moved the PlaySounds() into the FrameEndTask, we can still file a follow-up for bleed later.

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pchote approved these changes Aug 9, 2017

@pchote pchote merged commit f744a42 into OpenRA:bleed Aug 9, 2017

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@reaperrr reaperrr deleted the reaperrr:fix-spawnActorPower-sounds branch Feb 22, 2018

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