- migrate a large part of the sound code to FSoundIDs.
This has always been a wild mixture of IDs and ints.
This commit is contained in:
parent
1a6da52961
commit
160633a4a2
35 changed files with 224 additions and 205 deletions
|
|
@ -446,7 +446,7 @@ void player_t::SetSubtitle(int num, FSoundID soundid)
|
|||
if (text != nullptr)
|
||||
{
|
||||
SubtitleText = lumpname;
|
||||
int sl = soundid == 0 ? 7000 : max<int>(7000, S_GetMSLength(soundid));
|
||||
int sl = soundid == NO_SOUND ? 7000 : max<int>(7000, S_GetMSLength(soundid));
|
||||
SubtitleCounter = sl * TICRATE / 1000;
|
||||
}
|
||||
}
|
||||
|
|
@ -887,12 +887,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
|
|||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
|
||||
int sound = 0;
|
||||
FSoundID sound = 0;
|
||||
int chan = CHAN_VOICE;
|
||||
|
||||
if (self->player == NULL || self->DeathSound != 0)
|
||||
if (self->player == NULL || self->DeathSound != NO_SOUND)
|
||||
{
|
||||
if (self->DeathSound != 0)
|
||||
if (self->DeathSound != NO_SOUND)
|
||||
{
|
||||
S_Sound (self, CHAN_VOICE, 0, self->DeathSound, 1, ATTN_NORM);
|
||||
}
|
||||
|
|
@ -912,27 +912,27 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
|
|||
chan = CHAN_BODY;
|
||||
}
|
||||
|
||||
if (!sound && self->special1<10)
|
||||
if (!sound.isvalid() && self->special1<10)
|
||||
{ // Wimpy death sound
|
||||
sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType.GetChars());
|
||||
}
|
||||
if (!sound && self->health <= -50)
|
||||
if (!sound.isvalid() && self->health <= -50)
|
||||
{
|
||||
if (self->health > -100)
|
||||
{ // Crazy death sound
|
||||
sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType.GetChars());
|
||||
}
|
||||
if (!sound)
|
||||
if (!sound.isvalid())
|
||||
{ // Extreme death sound
|
||||
sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType.GetChars());
|
||||
if (!sound)
|
||||
if (!sound.isvalid())
|
||||
{
|
||||
sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType.GetChars());
|
||||
chan = CHAN_BODY;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!sound)
|
||||
if (!sound.isvalid())
|
||||
{ // Normal death sound
|
||||
sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType.GetChars());
|
||||
}
|
||||
|
|
@ -1169,8 +1169,8 @@ void P_CheckEnvironment(player_t *player)
|
|||
player->mo->Vel.Z >= -player->mo->FloatVar(NAME_FallingScreamMaxSpeed) && !player->morphTics &&
|
||||
player->mo->waterlevel == 0)
|
||||
{
|
||||
int id = S_FindSkinnedSound(player->mo, "*falling");
|
||||
if (id != 0 && !S_IsActorPlayingSomething(player->mo, CHAN_VOICE, id))
|
||||
auto id = S_FindSkinnedSound(player->mo, "*falling");
|
||||
if (id != NO_SOUND && !S_IsActorPlayingSomething(player->mo, CHAN_VOICE, id))
|
||||
{
|
||||
S_Sound(player->mo, CHAN_VOICE, 0, id, 1, ATTN_NORM);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue