- Fixed: When Heretic's Mace was replaced by a non-child class A_SpawnMace still

treated it as a mace and wrote into some undefined memory.
- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
- Added a speed parameter to A_SkullAttack.
- Fixed: Black as first or only blood color didn't work.
- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
- Fixed: Spawning a player could play the *gasp sound.
- Fixed: SBARINFO's health display didn't scale to the proper maximum.
- Added Skulltag's Teleport_NoStop action special.


SVN r1074 (trunk)
This commit is contained in:
Christoph Oelckers 2008-07-19 12:40:10 +00:00
commit 5dc42121b7
19 changed files with 143 additions and 84 deletions

View file

@ -1202,7 +1202,7 @@ void WI_updateDeathmatchStats ()
}
}
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
*/
dm_state = 4;
}
@ -1212,7 +1212,7 @@ void WI_updateDeathmatchStats ()
{
/*
if (!(bcnt&3))
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
stillticking = false;
@ -1251,7 +1251,7 @@ void WI_updateDeathmatchStats ()
}
if (!stillticking)
{
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
dm_state++;
}
*/
@ -1261,7 +1261,7 @@ void WI_updateDeathmatchStats ()
{
if (acceleratestage)
{
S_Sound (CHAN_VOICE, "players/male/gibbed", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "players/male/gibbed", 1, ATTN_NONE);
if (gamemode == commercial)
WI_initNoState();
@ -1423,14 +1423,14 @@ void WI_updateNetgameStats ()
if (dofrags)
cnt_frags[i] = WI_fragSum (i);
}
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
ng_state = 10;
}
if (ng_state == 2)
{
if (!(bcnt&3))
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
stillticking = false;
@ -1449,14 +1449,14 @@ void WI_updateNetgameStats ()
if (!stillticking)
{
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
ng_state++;
}
}
else if (ng_state == 4)
{
if (!(bcnt&3))
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
stillticking = false;
@ -1473,14 +1473,14 @@ void WI_updateNetgameStats ()
}
if (!stillticking)
{
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
ng_state++;
}
}
else if (ng_state == 6)
{
if (!(bcnt&3))
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
stillticking = false;
@ -1499,14 +1499,14 @@ void WI_updateNetgameStats ()
if (!stillticking)
{
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
ng_state += 1 + 2*!dofrags;
}
}
else if (ng_state == 8)
{
if (!(bcnt&3))
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
stillticking = false;
@ -1525,7 +1525,7 @@ void WI_updateNetgameStats ()
if (!stillticking)
{
S_Sound (CHAN_VOICE, "player/male/death1", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "player/male/death1", 1, ATTN_NONE);
ng_state++;
}
}
@ -1533,7 +1533,7 @@ void WI_updateNetgameStats ()
{
if (acceleratestage)
{
S_Sound (CHAN_VOICE, PASTSTATS, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, PASTSTATS, 1, ATTN_NONE);
WI_initShowNextLoc();
}
}
@ -1682,7 +1682,7 @@ void WI_updateStats ()
{
acceleratestage = 0;
sp_state = 10;
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
}
cnt_kills[0] = plrs[me].skills;
cnt_items[0] = plrs[me].sitems;
@ -1699,12 +1699,12 @@ void WI_updateStats ()
cnt_kills[0] += 2;
if (!(bcnt&3))
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
}
if (cnt_kills[0] >= plrs[me].skills)
{
cnt_kills[0] = plrs[me].skills;
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
sp_state++;
}
}
@ -1715,12 +1715,12 @@ void WI_updateStats ()
cnt_items[0] += 2;
if (!(bcnt&3))
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
}
if (cnt_items[0] >= plrs[me].sitems)
{
cnt_items[0] = plrs[me].sitems;
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
sp_state++;
}
}
@ -1731,12 +1731,12 @@ void WI_updateStats ()
cnt_secret[0] += 2;
if (!(bcnt&3))
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
}
if (cnt_secret[0] >= plrs[me].ssecret)
{
cnt_secret[0] = plrs[me].ssecret;
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
sp_state++;
}
}
@ -1745,7 +1745,7 @@ void WI_updateStats ()
if (gameinfo.gametype == GAME_Doom)
{
if (!(bcnt&3))
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
cnt_time += 3;
cnt_par += 3;
@ -1765,7 +1765,7 @@ void WI_updateStats ()
if (cnt_time >= plrs[me].stime / TICRATE)
{
cnt_total_time = wbs->totaltime / TICRATE;
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
sp_state++;
}
}
@ -1774,7 +1774,7 @@ void WI_updateStats ()
{
if (acceleratestage)
{
S_Sound (CHAN_VOICE, PASTSTATS, 1, ATTN_NONE);
S_Sound (CHAN_VOICE | CHAN_UI, PASTSTATS, 1, ATTN_NONE);
WI_initShowNextLoc();
}
}