- Replaced the naive area sound implementation with one that takes into
consideration the size and shape of the sector producing the sound. See the lifts on Doom 2 MAP30 and compare with previous versions. - Fixed: The stop sound for sector-based sound sequences was not played with the CHAN_AREA flag. - Removed the distinction between S_Sound() and S_SoundID() functions. Use S_Sound() for both names and IDs from now on. SVN r1034 (trunk)
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0e6e1da970
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66 changed files with 604 additions and 430 deletions
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@ -1517,7 +1517,7 @@ END_DEFAULTS
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void APowerDamage::InitEffect( )
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{
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// Use sound channel 5 to avoid interference with other actions.
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if (Owner != NULL) S_SoundID(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
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if (Owner != NULL) S_Sound(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
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}
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//===========================================================================
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@ -1529,7 +1529,7 @@ void APowerDamage::InitEffect( )
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void APowerDamage::EndEffect( )
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{
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// Use sound channel 5 to avoid interference with other actions.
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if (Owner != NULL) S_SoundID(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
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if (Owner != NULL) S_Sound(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
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}
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//===========================================================================
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@ -1552,7 +1552,7 @@ void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bo
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damage = newdamage = FixedMul(damage, *pdf);
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if (*pdf > 0 && damage == 0) damage = newdamage = 1; // don't allow zero damage as result of an underflow
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if (Owner != NULL && *pdf > FRACUNIT) S_SoundID(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
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if (Owner != NULL && *pdf > FRACUNIT) S_Sound(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
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}
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}
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if (Inventory != NULL) Inventory->ModifyDamage(damage, damageType, newdamage, passive);
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@ -1573,7 +1573,7 @@ END_DEFAULTS
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void APowerProtection::InitEffect( )
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{
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// Use sound channel 5 to avoid interference with other actions.
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if (Owner != NULL) S_SoundID(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
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if (Owner != NULL) S_Sound(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
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}
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//===========================================================================
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@ -1585,7 +1585,7 @@ void APowerProtection::InitEffect( )
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void APowerProtection::EndEffect( )
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{
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// Use sound channel 5 to avoid interference with other actions.
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if (Owner != NULL) S_SoundID(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
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if (Owner != NULL) S_Sound(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
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}
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//===========================================================================
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@ -1607,7 +1607,7 @@ void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage
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if (pdf == NULL) pdf = &def;
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damage = newdamage = FixedMul(damage, *pdf);
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if (Owner != NULL && *pdf < FRACUNIT) S_SoundID(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
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if (Owner != NULL && *pdf < FRACUNIT) S_Sound(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
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}
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}
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if (Inventory != NULL) Inventory->ModifyDamage(damage, damageType, newdamage, passive);
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