- 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

@ -128,7 +128,6 @@ enum SICommands
{
SI_Ambient,
SI_Random,
SI_PlayerReserve,
SI_PlayerSound,
SI_PlayerSoundDup,
SI_PlayerCompat,
@ -219,7 +218,6 @@ static const char *SICommandStrings[] =
{
"$ambient",
"$random",
"$playerreserve",
"$playersound",
"$playersounddup",
"$playercompat",
@ -452,7 +450,12 @@ int S_AddSoundLump (const char *logicalname, int lump)
int S_FindSoundTentative (const char *name)
{
int id = S_FindSoundNoHash (name);
return id != 0 ? id : S_AddSoundLump (name, -1);
if (id == 0)
{
id = S_AddSoundLump (name, -1);
S_sfx[id].bTentative = true;
}
return id;
}
//==========================================================================
@ -500,6 +503,7 @@ static int S_AddSound (const char *logicalname, int lumpnum)
sfx->lumpnum = lumpnum;
sfx->bRandomHeader = false;
sfx->link = sfxinfo_t::NO_LINK;
sfx->bTentative = false;
//sfx->PitchMask = CurrentPitchMask;
}
else
@ -537,9 +541,9 @@ int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum, bo
int id;
fakename = pclass;
fakename += ';';
fakename += '"';
fakename += '0' + gender;
fakename += ';';
fakename += '"';
fakename += S_sfx[refid].name;
id = S_AddSoundLump (fakename, lumpnum);
@ -1000,16 +1004,6 @@ static void S_AddSNDINFO (int lump)
SC_MustGetString (); // Unused for now
break;
case SI_PlayerReserve:
// $playerreserve <logical name>
{
SC_MustGetString ();
int id = S_AddSound (sc_String, -1);
S_sfx[id].link = NumPlayerReserves++;
S_sfx[id].bPlayerReserve = true;
}
break;
case SI_PlayerSound: {
// $playersound <player class> <gender> <logical name> <lump name>
char pclass[MAX_SNDNAME+1];
@ -1269,9 +1263,20 @@ static void S_ParsePlayerSoundCommon (char pclass[MAX_SNDNAME+1], int &gender, i
gender = D_GenderToInt (sc_String);
SC_MustGetString ();
refid = S_FindSoundNoHash (sc_String);
if (!S_sfx[refid].bPlayerReserve)
if (refid != 0 && !S_sfx[refid].bPlayerReserve && !S_sfx[refid].bTentative)
{
SC_ScriptError ("%s has not been reserved for a player sound", sc_String);
SC_ScriptError ("%s has already been used for a non-player sound.", sc_String);
}
if (refid == 0)
{
refid = S_AddSound (sc_String, -1);
S_sfx[refid].bTentative = true;
}
if (S_sfx[refid].bTentative)
{
S_sfx[refid].link = NumPlayerReserves++;
S_sfx[refid].bTentative = false;
S_sfx[refid].bPlayerReserve = true;
}
SC_MustGetString ();
}
@ -1601,6 +1606,31 @@ int S_FindSkinnedSound (AActor *actor, int refid)
return S_LookupPlayerSound (pclass, gender, refid);
}
//==========================================================================
//
// S_FindSkinnedSoundEx
//
// Tries looking for both "name-extendedname" and "name" in that order.
//==========================================================================
int S_FindSkinnedSoundEx (AActor *actor, const char *name, const char *extendedname)
{
FString fullname;
int id;
// Look for "name-extendedname";
fullname = name;
fullname += '-';
fullname += extendedname;
id = S_FindSound (fullname);
if (id == 0)
{ // Look for "name"
id = S_FindSound (name);
}
return S_FindSkinnedSound (actor, id);
}
//==========================================================================
//
// CCMD soundlist