- scriptified some simple sound functions.
This commit is contained in:
parent
fb91982da2
commit
c14b7f58d3
2 changed files with 26 additions and 50 deletions
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue