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Use generic client warning for failed sound init
Simplify code by using generic warning system instead of hard-coding the warning.
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@ -242,8 +242,6 @@ public:
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virtual const char *LatestVersion() const = 0;
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virtual bool ConnectionProblems() const = 0;
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virtual bool SoundInitFailed() const = 0;
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virtual IGraphics::CTextureHandle GetDebugFont() const = 0; // TODO: remove this function
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//DDRace
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@ -2727,7 +2727,7 @@ void CClient::Run()
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Graphics()->Swap();
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// init sound, allowed to fail
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m_SoundInitFailed = Sound()->Init() != 0;
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const bool SoundInitFailed = Sound()->Init() != 0;
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#if defined(CONF_VIDEORECORDER)
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// init video recorder aka ffmpeg
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@ -2805,6 +2805,13 @@ void CClient::Run()
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else
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RequestDDNetInfo();
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if(SoundInitFailed)
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{
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SWarning Warning(Localize("Sound error"), Localize("The audio device couldn't be initialised."));
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Warning.m_AutoHide = false;
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m_vWarnings.emplace_back(Warning);
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}
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bool LastD = false;
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bool LastE = false;
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bool LastG = false;
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@ -109,7 +109,6 @@ class CClient : public IClient, public CDemoPlayer::IListener
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bool m_AutoStatScreenshotRecycle = false;
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bool m_AutoCSVRecycle = false;
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bool m_EditorActive = false;
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bool m_SoundInitFailed = false;
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int m_aAckGameTick[NUM_DUMMIES] = {-1, -1};
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int m_aCurrentRecvTick[NUM_DUMMIES] = {0, 0};
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@ -287,8 +286,6 @@ public:
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bool ConnectionProblems() const override;
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bool SoundInitFailed() const override { return m_SoundInitFailed; }
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IGraphics::CTextureHandle GetDebugFont() const override { return m_DebugFont; }
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void DirectInput(int *pInput, int Size);
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@ -1045,14 +1045,6 @@ void CMenus::Render()
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ms_ColorTabbarHover = ms_ColorTabbarHoverOutgame;
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}
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static bool s_SoundCheck = false;
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if(!s_SoundCheck && m_Popup == POPUP_NONE)
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{
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if(Client()->SoundInitFailed())
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PopupMessage(Localize("Sound error"), Localize("The audio device couldn't be initialised."), Localize("Ok"));
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s_SoundCheck = true;
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}
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if(m_Popup == POPUP_NONE)
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{
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if(m_JoinTutorial && ServerBrowser()->DDNetInfoAvailable() && !ServerBrowser()->IsGettingServerlist())
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