- Update to latest version in trunk.

SVN r3890 (scripting)
This commit is contained in:
Randy Heit 2012-10-17 04:24:54 +00:00
commit e7efa1d802
117 changed files with 2260 additions and 787 deletions

View file

@ -326,7 +326,6 @@ void S_InitData ()
LastLocalSndInfo = LastLocalSndSeq = "";
S_ParseSndInfo (false);
S_ParseSndSeq (-1);
S_ParseMusInfo();
}
//==========================================================================
@ -477,14 +476,15 @@ void S_PrecacheLevel ()
AActor *actor;
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) != NULL )
// Precache all sounds known to be used by the currently spawned actors.
while ( (actor = iterator.Next()) != NULL )
{
S_sfx[actor->SeeSound].bUsed = true;
S_sfx[actor->AttackSound].bUsed = true;
S_sfx[actor->PainSound].bUsed = true;
S_sfx[actor->DeathSound].bUsed = true;
S_sfx[actor->ActiveSound].bUsed = true;
S_sfx[actor->UseSound].bUsed = true;
actor->MarkPrecacheSounds();
}
// Precache all extra sounds requested by this map.
for (i = 0; i < level.info->PrecacheSounds.Size(); ++i)
{
level.info->PrecacheSounds[i].MarkUsed();
}
for (i = 1; i < S_sfx.Size(); ++i)
@ -1764,7 +1764,7 @@ void S_SetSoundPaused (int state)
S_ResumeSound(true);
if (GSnd != NULL)
{
GSnd->SetInactive(false);
GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
}
if (!netgame
#ifdef _DEBUG
@ -1783,7 +1783,9 @@ void S_SetSoundPaused (int state)
S_PauseSound(false, true);
if (GSnd != NULL)
{
GSnd->SetInactive(true);
GSnd->SetInactive(gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL ?
SoundRenderer::INACTIVE_Complete :
SoundRenderer::INACTIVE_Mute);
}
if (!netgame
#ifdef _DEBUG