Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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src/g_shared/a_soundenvironment.cpp
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74
src/g_shared/a_soundenvironment.cpp
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/*
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** a_soundenvironment.cpp
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** Actor that controls the EAX settings in its zone
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2005 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "info.h"
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#include "r_defs.h"
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#include "s_sound.h"
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#include "r_state.h"
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class ASoundEnvironment : public AActor
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{
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DECLARE_STATELESS_ACTOR (ASoundEnvironment, AActor)
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public:
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void PostBeginPlay ();
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void Deactivate (AActor *activator);
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void Activate (AActor *deactivator);
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};
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IMPLEMENT_STATELESS_ACTOR (ASoundEnvironment, Any, 9048, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY)
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END_DEFAULTS
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void ASoundEnvironment::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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if (!(flags2 & MF2_DORMANT))
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{
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Activate (this);
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}
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}
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void ASoundEnvironment::Activate (AActor *activator)
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{
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zones[Sector->ZoneNumber].Environment = S_FindEnvironment ((args[0]<<8) | (args[1]));
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}
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// Deactivate just exists so that you can flag the thing as dormant in an editor
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// and not have it take effect. This is so you can use multiple environments in
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// a single zone, with only one set not-dormant, so you know which one will take
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// effect at the start.
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void ASoundEnvironment::Deactivate (AActor *deactivator)
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{
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flags2 |= MF2_DORMANT;
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}
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