- 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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@ -2639,7 +2639,7 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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AActor *puffDefaults = GetDefaultByType (pufftype);
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if (puffDefaults->ActiveSound)
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{ // Play miss sound
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S_SoundID (t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
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S_Sound (t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
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}
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if (puffDefaults->flags3 & MF3_ALWAYSPUFF)
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{ // Spawn the puff anyway
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@ -4111,20 +4111,17 @@ bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, boo
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cpos.movemidtex = false;
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cpos.sector = sector;
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// [RH] Use different functions for the four different types of sector
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// movement. Also update the soundorg's z-coordinate for 3D sound.
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// [RH] Use different functions for the four different types of sector movement.
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switch (floorOrCeil)
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{
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case 0:
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// floor
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iterator = (amt < 0) ? PIT_FloorDrop : PIT_FloorRaise;
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sector->soundorg[2] = sector->floorplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
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break;
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case 1:
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// ceiling
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iterator = (amt < 0) ? PIT_CeilingLower : PIT_CeilingRaise;
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sector->soundorg[2] = sector->ceilingplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
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break;
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case 2:
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