- Updated UDMF spec to 1.1.
- Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. SVN r1544 (trunk)
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9 changed files with 547 additions and 421 deletions
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@ -238,20 +238,49 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
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//==========================================================================
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//
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// Custom sound functions. These use misc1 and misc2 in the state structure
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// This has been changed to use the parameter array instead of using the
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// misc field directly so they can be used in weapon states
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// Custom sound functions.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(5);
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ACTION_PARAM_SOUND(soundid, 0);
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ACTION_PARAM_INT(channel, 1);
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ACTION_PARAM_FLOAT(volume, 2);
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ACTION_PARAM_BOOL(looping, 3);
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ACTION_PARAM_FLOAT(attenuation, 4);
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S_Sound (self, CHAN_BODY, soundid, 1, ATTN_NORM);
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if (!looping)
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{
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S_Sound (self, channel, soundid, volume, attenuation);
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}
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else
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{
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if (!S_IsActorPlayingSomething (self, channel&7, soundid))
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{
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S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation);
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}
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(slot, 0);
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S_StopSound(self, slot);
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}
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//==========================================================================
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//
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// These come from a time when DECORATE constants did not exist yet and
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// the sound interface was less flexible. As a result the parameters are
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// not optimal and these functions have been deprecated in favor of extending
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// A_PlaySound and A_StopSound.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
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{
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ACTION_PARAM_START(1);
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@ -260,11 +289,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
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S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_StopSound)
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{
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S_StopSound(self, CHAN_VOICE);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx)
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{
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ACTION_PARAM_START(4);
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