Christoph Oelckers
b89c4affae
- removed the string assignment operators.
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These all caught literal 0's as well
2022-11-24 23:52:52 +01:00
Christoph Oelckers
d173c0453c
- handle all remaining places of sound ID conversions after removing the conversion operators.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
160633a4a2
- migrate a large part of the sound code to FSoundIDs.
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This has always been a wild mixture of IDs and ints.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
8aaab153fa
- add a system interface for CheckCheatmode and moved some sound code to the backend.
2022-10-02 16:48:56 +02:00
Christoph Oelckers
d1caf3a471
- made TObjPtr as trivial as possible.
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Mainly to avoid problems with Raze, but eliminating this constructor lets us catch erroneous local definitions via 'auto', which can cause major problems if left undetected.
2022-06-06 15:19:31 +02:00
Christoph Oelckers
07a181090b
- missed some MAX's.
2021-10-30 10:45:58 +02:00
alexey.lysiuk
cf4c72d4a7
- fixed potential crash when sound sequence is destroyed
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Level can be unset if sound sequence destruction happens after saved game loading failure
https://forum.zdoom.org/viewtopic.php?t=72551
2021-06-14 09:30:51 +03:00
Nikolay Ambartsumov
10c833f37e
Raise SNDSEQ limit to 4096 sequences
2020-10-25 15:58:30 +01:00
Christoph Oelckers
cd6ef67209
- fixed sounds not stopping in sound sequences.
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The sound sequence code used S_GetSoundPlayingInfo incorrectly, so let it check for a valid sound ID first to restore the old behavior.
2020-09-28 18:38:05 +02:00
Christoph Oelckers
7b292cca57
- split the serializer in two to keep the Doom specific parts out of the main file.
2020-04-11 20:20:53 +02:00
Christoph Oelckers
f74efcf721
- split the TObjPtr serializers into a separate file to avoid polluting everything that needs to use the serializer.
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To use these it is necessary to include dobject.h and all its dependencies, so this should not be done unless necessary.
2020-04-11 20:20:53 +02:00
Christoph Oelckers
05d8856fe0
- moved file system implementation to 'common'.
2020-04-11 14:00:20 +02:00
Christoph Oelckers
6bccde3b51
- renamed the file system related classes to actually use the term "FileSystem".
2020-04-11 14:00:18 +02:00
Christoph Oelckers
ace3e29473
- removed the implicit conversion operators from FName.
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These were creating dangerous interdependencies. It is better to do explicit conversions when needed.
As an added plus, this means that zstring.h no longer depends on name.h which was very annoying.
2020-04-11 14:00:13 +02:00
Christoph Oelckers
e82565373f
- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
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- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00
Christoph Oelckers
b9582cc98e
- continued refactoring on sound code.
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The game independent part of the code has been mostly isolated.
2019-12-08 21:22:53 +01:00
Christoph Oelckers
76ee658be4
Made several classes trivially copyable,
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Many had leftover non-default constructors/ assignment operators, and some were initialized, even though the initialized data was never used.
In case of FCycler this even caused a default setting to be overwritten when used inside FDynamicLight.
2019-09-09 09:52:33 +02:00
Christoph Oelckers
a239675fb5
- fixed incorrect write barrier in sound sequence code.
2019-08-09 08:42:36 +02:00
Christoph Oelckers
7351a76404
- move sound files to sound folder.
2019-07-14 17:48:55 +02:00