- scriptified some simple sound functions.

This commit is contained in:
Christoph Oelckers 2018-11-24 20:33:00 +01:00
commit c14b7f58d3
2 changed files with 26 additions and 50 deletions

View file

@ -3157,51 +3157,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Scream)
{
PARAM_SELF_PROLOGUE(AActor);
if (self->DeathSound)
{
// Check for bosses.
if (self->flags2 & MF2_BOSS)
{
// full volume
S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NONE);
}
else
{
S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_XScream)
{
PARAM_SELF_PROLOGUE(AActor);
if (self->player)
S_Sound (self, CHAN_VOICE, "*gibbed", 1, ATTN_NORM);
else
S_Sound (self, CHAN_VOICE, "misc/gibbed", 1, ATTN_NORM);
return 0;
}
//===========================================================================
//
// A_ActiveSound
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
{
PARAM_SELF_PROLOGUE(AActor);
if (self->ActiveSound)
{
S_Sound(self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
}
return 0;
}
//---------------------------------------------------------------------------
//
// Modifies the drop amount of this item according to the current skill's