Fix Linux soundscapes

This commit is contained in:
Mehis 2018-03-07 23:02:55 +02:00
parent 0d8dceea43
commit 3793b366dc
2 changed files with 4 additions and 4 deletions

View File

@ -62,7 +62,7 @@ void CSoundscapeSystem::AddSoundscapeFile( const char *filename )
MEM_ALLOC_CREDIT(); MEM_ALLOC_CREDIT();
// Open the soundscape data file, and abort if we can't // Open the soundscape data file, and abort if we can't
KeyValues *pKeyValuesData = new KeyValues( filename ); KeyValues *pKeyValuesData = new KeyValues( filename );
if ( filesystem->LoadKeyValues( *pKeyValuesData, IFileSystem::TYPE_SOUNDSCAPE, filename, "GAME" ) ) if ( pKeyValuesData->LoadFromFile( filesystem, filename, "GAME" ) )
{ {
// parse out all of the top level sections and save their names // parse out all of the top level sections and save their names
KeyValues *pKeys = pKeyValuesData; KeyValues *pKeys = pKeyValuesData;
@ -137,7 +137,7 @@ bool CSoundscapeSystem::Init()
} }
KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE ); KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE );
if ( filesystem->LoadKeyValues( *manifest, IFileSystem::TYPE_SOUNDSCAPE, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) ) if ( manifest->LoadFromFile( filesystem, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) )
{ {
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
{ {

View File

@ -62,7 +62,7 @@ void CSoundscapeSystem::AddSoundscapeFile( const char *filename )
MEM_ALLOC_CREDIT(); MEM_ALLOC_CREDIT();
// Open the soundscape data file, and abort if we can't // Open the soundscape data file, and abort if we can't
KeyValues *pKeyValuesData = new KeyValues( filename ); KeyValues *pKeyValuesData = new KeyValues( filename );
if ( filesystem->LoadKeyValues( *pKeyValuesData, IFileSystem::TYPE_SOUNDSCAPE, filename, "GAME" ) ) if ( pKeyValuesData->LoadFromFile( filesystem, filename, "GAME" ) )
{ {
// parse out all of the top level sections and save their names // parse out all of the top level sections and save their names
KeyValues *pKeys = pKeyValuesData; KeyValues *pKeys = pKeyValuesData;
@ -137,7 +137,7 @@ bool CSoundscapeSystem::Init()
} }
KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE ); KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE );
if ( filesystem->LoadKeyValues( *manifest, IFileSystem::TYPE_SOUNDSCAPE, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) ) if ( manifest->LoadFromFile( filesystem, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) )
{ {
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
{ {