- migrate a large part of the sound code to FSoundIDs.
This has always been a wild mixture of IDs and ints.
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parent
1a6da52961
commit
160633a4a2
35 changed files with 224 additions and 205 deletions
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@ -5259,7 +5259,7 @@ int DLevelScript::SwapActorTeleFog(AActor *activator, int tid)
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}
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else if (argtype == TypeSound)
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{
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params.Push(int(FSoundID(Level->Behaviors.LookupString(args[i]))));
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params.Push(S_FindSound(Level->Behaviors.LookupString(args[i])).index());
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}
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else
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{
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@ -5913,7 +5913,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
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sid = lookup;
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}
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}
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if (sid != 0 || funcIndex == ACSF_PlayActorSound)
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if (sid != NO_SOUND || funcIndex == ACSF_PlayActorSound)
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{
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auto it = Level->GetActorIterator(args[0]);
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AActor *spot;
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@ -5935,7 +5935,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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{
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sid = GetActorSound(spot, args[1]);
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}
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if (sid != 0)
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if (sid != NO_SOUND)
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{
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// What a mess. I think it's a given that this was used with sound flags so it will forever be restricted to the original 8 channels.
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if (local) chan |= CHANF_LOCAL;
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