Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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86
src/g_raven/a_ravenambient.cpp
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86
src/g_raven/a_ravenambient.cpp
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#include "actor.h"
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#include "info.h"
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#include "s_sound.h"
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#include "gi.h"
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void A_WindSound (AActor *);
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void A_WaterfallSound (AActor *);
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// Wind ---------------------------------------------------------------------
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class ASoundWind : public AActor
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{
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DECLARE_ACTOR (ASoundWind, AActor)
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};
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FState ASoundWind::States[] =
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{
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S_NORMAL (TNT1, 'A', 2, A_WindSound, &States[0])
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};
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IMPLEMENT_ACTOR (ASoundWind, Raven, -1, 110)
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PROP_SpawnState (0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
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END_DEFAULTS
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AT_GAME_SET (SoundWind)
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{
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if (gameinfo.gametype == GAME_Heretic)
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{
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DOOMEDNUMOF(ASoundWind) = 42;
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}
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else if (gameinfo.gametype == GAME_Hexen)
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{
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DOOMEDNUMOF(ASoundWind) = 1410;
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}
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}
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// Waterfall ----------------------------------------------------------------
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class ASoundWaterfall : public AActor
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{
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DECLARE_ACTOR (ASoundWaterfall, AActor)
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};
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FState ASoundWaterfall::States[] =
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{
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S_NORMAL (TNT1, 'A', 2, A_WaterfallSound, &States[0])
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};
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// Interestingly, MT_SOUNDWATERFALL is present in both Heretic and Hexen
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// with doomednum 41. However, in Hexen, ZShroomLarge3 also has ednum 41
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// and comes before the waterfall, so it will never be possible to place
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// it in a map.
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IMPLEMENT_ACTOR (ASoundWaterfall, Heretic, 41, 111)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
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PROP_SpawnState (0)
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END_DEFAULTS
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//----------------------------------------------------------------------------
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//
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// PROC A_WindSound
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//
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//----------------------------------------------------------------------------
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void A_WindSound (AActor *self)
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{
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if (!S_IsActorPlayingSomething (self, 6))
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{
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S_LoopedSound (self, 6, "world/wind", 1, ATTN_NORM);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_WaterfallSound
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//
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//----------------------------------------------------------------------------
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void A_WaterfallSound (AActor *self)
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{
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if (!S_IsActorPlayingSomething (self, 6))
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{
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S_LoopedSound (self, 6, "world/waterfall", 1, ATTN_NORM);
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}
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}
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