> But that actually isn't true. Since copy_object() copies the sound > information, and since anything that is generated on the map after > loading involves copy_object(), all those objects will now have sound > information which is the same as the archetype, but because sound_info > is now set, will get saved out. That isn't terrible, but is a bit odd. Well, it isn't nice, but soundinfo gets cleared in loader.[lc]. Just after doing a copy_object, there's a free_soundinfo_for_object( tmp ); Actually, the copy in copy_object is there only for the loading of archetypes, i think - since an object is first loaded, then copied as arch.clone, we need to copy sound info at that point. > I also do expect it will be desired to clear sound events from the > archetype without replacing them (Eg, making a 'quiet' item). True, didn't think of that. Well, that can be a 'no_sound' sound :) _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel