- 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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@ -1963,7 +1963,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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if (self->reactiontime > self->Level->maptime)
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self->target = nullptr;
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}
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else if (self->SeeSound)
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else if (self->SeeSound.isvalid())
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{
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if ((self->flags2 & MF2_BOSS) || (self->flags8 & MF8_FULLVOLSEE))
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{ // full volume
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@ -2145,7 +2145,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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if (self->reactiontime > self->Level->maptime)
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self->target = nullptr;
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}
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else if (self->SeeSound && !(flags & LOF_NOSEESOUND))
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else if (self->SeeSound.isvalid() && !(flags & LOF_NOSEESOUND))
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{
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if (flags & LOF_FULLVOLSEESOUND)
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{ // full volume
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@ -2574,7 +2574,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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// check for melee attack
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if (meleestate && P_CheckMeleeRange(actor))
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{
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if (actor->AttackSound)
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if (actor->AttackSound.isvalid())
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S_Sound (actor, CHAN_WEAPON, 0, actor->AttackSound, 1, ATTN_NORM);
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actor->SetState (meleestate);
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@ -2836,7 +2836,7 @@ bool P_CheckForResurrection(AActor* self, bool usevilestates, FState* state = nu
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self->SetState(archvile->FindState(NAME_Heal));
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}
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}
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if (sound == 0) sound = "vile/raise";
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if (sound == NO_SOUND) sound = "vile/raise";
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S_Sound(corpsehit, CHAN_BODY, 0, sound, 1, ATTN_IDLE);
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info = corpsehit->GetDefault();
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@ -3132,7 +3132,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Pain)
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pain_sound += '-';
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pain_sound += self->player->LastDamageType.GetChars();
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sfx_id = pain_sound;
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if (sfx_id == 0)
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if (sfx_id == NO_SOUND)
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{
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// Try again without a specific pain amount.
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pain_sound = "*pain-";
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@ -3140,14 +3140,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_Pain)
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sfx_id = pain_sound;
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}
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}
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if (sfx_id == 0)
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if (sfx_id == NO_SOUND)
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{
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sfx_id = pain_amount;
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}
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S_Sound (self, CHAN_VOICE, 0, sfx_id, 1, ATTN_NORM);
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}
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else if (self->PainSound)
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else if (self->PainSound.isvalid())
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{
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S_Sound (self, CHAN_VOICE, 0, self->PainSound, 1, ATTN_NORM);
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}
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