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- useSoundGen
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a8ee9b3969
commit
239faad4c5
2 changed files with 20 additions and 7 deletions
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@ -4816,7 +4816,7 @@ void modernTypeTrigger(int destObjType, int destObjIndex, DBloodActor* destactor
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// updated vanilla sound gen that now allows to play sounds on TX ID sprites
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case kGenModernSound:
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if (destObjType != OBJ_SPRITE) break;
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useSoundGen(pXSource, &destactor->s());
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useSoundGen(event.actor, destactor);
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break;
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// updated ecto skull gen that allows to fire missile from TX ID sprites
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case kGenModernMissileUniversal:
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@ -5889,7 +5889,7 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT event)
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[[fallthrough]];
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case kCmdRepeat:
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if (pXSprite->txID) modernTypeSendCommand(actor, pXSprite->txID, (COMMAND_ID)pXSprite->command);
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else useSoundGen(pXSprite, pSprite);
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else useSoundGen(actor, actor);
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if (pXSprite->busyTime > 0)
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evPostActor(actor, (120 * pXSprite->busyTime) / 10, kCmdRepeat);
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@ -6363,12 +6363,25 @@ void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor)
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}
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void useSoundGen(XSPRITE* pXSource, spritetype* pSprite) {
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//spritetype* pSource = &sprite[pXSource->reference];
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int pitch = pXSource->data4 << 1; if (pitch < 2000) pitch = 0;
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sfxPlay3DSoundCP(pSprite, pXSource->data2, -1, 0, pitch, pXSource->data3);
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void useSoundGen(DBloodActor* sourceactor, DBloodActor* actor)
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{
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int pitch = sourceactor->x().data4 << 1;
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if (pitch < 2000) pitch = 0;
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sfxPlay3DSoundCP(actor, sourceactor->x().data2, -1, 0, pitch, sourceactor->x().data3);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void useIncDecGen(XSPRITE* pXSource, short objType, int objIndex) {
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char buffer[5]; int data = -65535; short tmp = 0; int dataIndex = 0;
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sprintf(buffer, "%d", abs(pXSource->data1)); int len = int(strlen(buffer));
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@ -323,7 +323,7 @@ void useSlopeChanger(XSPRITE* pXSource, int objType, int objIndex);
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void damageSprites(DBloodActor* pXSource, DBloodActor* pSprite);
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void useRandomItemGen(DBloodActor* pSource);
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void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor);
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void useSoundGen(XSPRITE* pXSource, spritetype* pSprite);
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void useSoundGen(DBloodActor* sourceactor, DBloodActor* actor);
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void useIncDecGen(XSPRITE* pXSource, short objType, int objIndex);
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void useDataChanger(XSPRITE* pXSource, int objType, int objIndex);
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void useSectorLigthChanger(XSPRITE* pXSource, XSECTOR* pXSector);
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