(svn r9800) -Codechange: play sound effects based on the engine class, not the rail type (mart3p).

This commit is contained in:
rubidium 2007-05-06 19:51:25 +00:00
parent fe1306ce65
commit 208e40a839
1 changed files with 4 additions and 11 deletions

View File

@ -2087,22 +2087,15 @@ static void TrainPlayLeaveStationSound(const Vehicle* v)
static const SoundFx sfx[] = {
SND_04_TRAIN,
SND_0A_TRAIN_HORN,
SND_0A_TRAIN_HORN
SND_0A_TRAIN_HORN,
SND_47_MAGLEV_2,
SND_41_MAGLEV
};
if (PlayVehicleSound(v, VSE_START)) return;
EngineID engtype = v->engine_type;
switch (RailVehInfo(engtype)->railtype) {
case RAILTYPE_RAIL:
case RAILTYPE_ELECTRIC:
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], v);
break;
case RAILTYPE_MONO: SndPlayVehicleFx(SND_47_MAGLEV_2, v); break;
case RAILTYPE_MAGLEV: SndPlayVehicleFx(SND_41_MAGLEV, v); break;
default: NOT_REACHED();
}
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], v);
}
static bool CheckTrainStayInDepot(Vehicle *v)