- Reduced the rate at which drowning damage increases.

- Added more player water sounds:
    *dive - Played when your head goes below water.
    *surface - Played when your head goes back above water.
    *gasp - Played when you were drowning and get your air back.
  If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
  damage-specific player pain sounds. It looks for a sound with a name like
  "*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
  be assigned. Hence, the $playerreserve command has been eliminated, because
  it is no longer needed and it was never accessible from user wads, so I
  don't need to worry about breaking anything by removing it.


SVN r474 (trunk)
This commit is contained in:
Randy Heit 2007-02-04 00:22:56 +00:00
commit b361ba05d8
9 changed files with 127 additions and 51 deletions

View file

@ -3478,7 +3478,7 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
p->multicount = 0;
p->lastkilltime = 0;
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
p->air_finished = level.time + level.airsupply;
p->mo->ResetAirSupply();
p->Uncrouch();
p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.