- 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)
This commit is contained in:
Randy Heit 2008-06-15 02:25:09 +00:00
commit 9e42cdaf08
66 changed files with 604 additions and 430 deletions

View file

@ -420,7 +420,7 @@ static int STACK_ARGS skinsorter (const void *a, const void *b)
void R_InitSkins (void)
{
WORD playersoundrefs[NUMSKINSOUNDS];
FSoundID playersoundrefs[NUMSKINSOUNDS];
spritedef_t temp;
int sndlumps[NUMSKINSOUNDS];
char key[65];
@ -438,7 +438,7 @@ void R_InitSkins (void)
for (j = 0; j < NUMSKINSOUNDS; ++j)
{
playersoundrefs[j] = S_FindSound (skinsoundnames[j][1]);
playersoundrefs[j] = skinsoundnames[j][1];
}
while ((base = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1)