- 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)
This commit is contained in:
Christoph Oelckers 2009-04-14 09:06:03 +00:00
commit 9040710e62
9 changed files with 547 additions and 421 deletions

View file

@ -238,20 +238,49 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
//==========================================================================
//
// Custom sound functions. These use misc1 and misc2 in the state structure
// This has been changed to use the parameter array instead of using the
// misc field directly so they can be used in weapon states
// Custom sound functions.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
{
ACTION_PARAM_START(1);
ACTION_PARAM_START(5);
ACTION_PARAM_SOUND(soundid, 0);
ACTION_PARAM_INT(channel, 1);
ACTION_PARAM_FLOAT(volume, 2);
ACTION_PARAM_BOOL(looping, 3);
ACTION_PARAM_FLOAT(attenuation, 4);
S_Sound (self, CHAN_BODY, soundid, 1, ATTN_NORM);
if (!looping)
{
S_Sound (self, channel, soundid, volume, attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, channel&7, soundid))
{
S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation);
}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(slot, 0);
S_StopSound(self, slot);
}
//==========================================================================
//
// These come from a time when DECORATE constants did not exist yet and
// the sound interface was less flexible. As a result the parameters are
// not optimal and these functions have been deprecated in favor of extending
// A_PlaySound and A_StopSound.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
{
ACTION_PARAM_START(1);
@ -260,11 +289,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM);
}
DEFINE_ACTION_FUNCTION(AActor, A_StopSound)
{
S_StopSound(self, CHAN_VOICE);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx)
{
ACTION_PARAM_START(4);