From 8d95b9cb98b3d3057153321e2b69c887c104e77f Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 6 Nov 2021 10:09:53 +0100 Subject: [PATCH] - got rid of the PlaySound variant taking a sprite pointer. --- source/games/sw/src/game.h | 5 +---- source/games/sw/src/hornet.cpp | 2 +- source/games/sw/src/sector.cpp | 2 +- source/games/sw/src/sounds.cpp | 2 +- source/games/sw/src/weapon.cpp | 36 +++++++++++++++++----------------- 5 files changed, 22 insertions(+), 25 deletions(-) diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index b9612532c..323c78785 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -1857,10 +1857,7 @@ short SoundAngle(int x, int y); //void PlaySound(int num, short angle, short vol); int _PlaySound(int num, SPRITEp sprite, PLAYERp player, vec3_t *pos, Voc3D_Flags flags, int channel, EChanFlags sndflags); void InitAmbient(int num, DSWActor* actor); -inline void PlaySound(int num, SPRITEp sprite, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE) -{ - _PlaySound(num, sprite, nullptr, nullptr, flags, channel, sndflags); -} + inline void PlaySound(int num, PLAYERp player, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE) { _PlaySound(num, nullptr, player, nullptr, flags, channel, sndflags); diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index ad1128def..d6698ce84 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -325,7 +325,7 @@ int SetupHornet(DSWActor* actor) sp->yrepeat = 32; // Special looping buzz sound attached to each hornet spawned - PlaySound(DIGI_HORNETBUZZ, sp, v3df_follow|v3df_init); + PlaySound(DIGI_HORNETBUZZ, actor, v3df_follow|v3df_init); return 0; } diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index a7d4b15c0..a1a8b6145 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -729,7 +729,7 @@ short DoSpawnActorTrigger(short match) if (ActorSpawn(actor)) { DoSpawnTeleporterEffectPlace(actor); - PlaySound(DIGI_PLAYER_TELEPORT, sp, v3df_none); + PlaySound(DIGI_PLAYER_TELEPORT, actor, v3df_none); spawn_count++; } } diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index 9c5595ba2..489a7aa8a 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -768,7 +768,7 @@ void Terminate3DSounds(void) void PlaySpriteSound(DSWActor* actor, int attrib_ndx, Voc3D_Flags flags) { if (actor->hasU()) - PlaySound(actor->u()->Attrib->Sounds[attrib_ndx], &actor->s(), flags); + PlaySound(actor->u()->Attrib->Sounds[attrib_ndx], actor, flags); } //========================================================================== diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index e1319adb3..12b85532b 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -5155,7 +5155,7 @@ int ActorHealth(DSWActor* actor, short amt) SET(u->Flags2, SPR2_DYING); // Only let it check this once! u->WaitTics = SEC(1) + SEC(RandomRange(2)); u->Health = 60; - PlaySound(DIGI_NINJACHOKE, sp, v3df_follow); + PlaySound(DIGI_NINJACHOKE, actor, v3df_follow); InitPlasmaFountain(nullptr, actor); InitBloodSpray(actor,false,105); sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y) + 1024); @@ -5786,7 +5786,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor) break; case HORNET_RUN_R0: - PlaySound(DIGI_HORNETSTING, sp, v3df_follow|v3df_dontpan); + PlaySound(DIGI_HORNETSTING, actor, v3df_follow|v3df_dontpan); damage = GetDamage(actor, weapActor, DMG_HORNET_STING); if (u->sop_parent) { @@ -11045,7 +11045,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor) SPRITEp exp; USERp eu; - PlaySound(DIGI_30MMEXPLODE, sp, v3df_none); + PlaySound(DIGI_30MMEXPLODE, actor, v3df_none); auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); @@ -11380,7 +11380,7 @@ int DoNapalm(DSWActor* actor) { USERp eu; - PlaySound(DIGI_NAPPUFF, sp, v3df_none); + PlaySound(DIGI_NAPPUFF, actor, v3df_none); auto expActor = SpawnActor(STAT_MISSILE, NAP_EXP, s_NapExp, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); @@ -12342,7 +12342,7 @@ int InitEnemyNapalm(DSWActor* actor) wp->hitag = LUMINOUS; //Always full brightness if (i==0) // Only attach sound to first projectile { - PlaySound(DIGI_NAPWIZ, wp, v3df_follow); + PlaySound(DIGI_NAPWIZ, actorNew, v3df_follow); } if (u->ID == ZOMBIE_RUN_R0) @@ -12603,7 +12603,7 @@ int InitSwordAttack(PLAYERp pp) } SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang); PlaySound(DIGI_SWORDCLANK, &hitinfo.pos, v3df_none); - PlaySound(DIGI_TRASHLID, sp, v3df_none); + PlaySound(DIGI_TRASHLID, hitActor, v3df_none); break; case PACHINKO1: case PACHINKO2: @@ -12793,7 +12793,7 @@ int InitFistAttack(PLAYERp pp) } SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang); PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none); - PlaySound(DIGI_TRASHLID, sp, v3df_none); + PlaySound(DIGI_TRASHLID, hitActor, v3df_none); break; case PACHINKO1: case PACHINKO2: @@ -13740,7 +13740,7 @@ int InitShotgun(PLAYERp pp) { extern STATE s_TrashCanPain[]; - PlaySound(DIGI_TRASHLID, hsp, v3df_none); + PlaySound(DIGI_TRASHLID, hitActor, v3df_none); if (hu->WaitTics <= 0) { hu->WaitTics = SEC(2); @@ -14604,7 +14604,7 @@ int InitRipperSlash(DSWActor* actor) unsigned stat; int dist, a, b, c; - PlaySound(DIGI_RIPPER2ATTACK, sp, v3df_none); + PlaySound(DIGI_RIPPER2ATTACK, actor, v3df_none); for (stat = 0; stat < SIZ(StatDamageList); stat++) { @@ -14641,7 +14641,7 @@ int InitBunnySlash(DSWActor* actor) unsigned stat; int dist, a, b, c; - PlaySound(DIGI_BUNNYATTACK, sp, v3df_none); + PlaySound(DIGI_BUNNYATTACK, actor, v3df_none); for (stat = 0; stat < SIZ(StatDamageList); stat++) { @@ -14830,7 +14830,7 @@ int InitCoolgBash(DSWActor* actor) unsigned stat; int dist, a, b, c; - PlaySound(DIGI_CGTHIGHBONE, sp, v3df_none); + PlaySound(DIGI_CGTHIGHBONE, actor, v3df_none); for (stat = 0; stat < SIZ(StatDamageList); stat++) { @@ -14867,7 +14867,7 @@ int InitSkelSlash(DSWActor* actor) unsigned stat; int dist, a, b, c; - PlaySound(DIGI_SPBLADE, sp, v3df_none); + PlaySound(DIGI_SPBLADE, actor, v3df_none); for (stat = 0; stat < SIZ(StatDamageList); stat++) { @@ -14900,7 +14900,7 @@ int InitGoroChop(DSWActor* actor) unsigned stat; int dist, a, b, c; - PlaySound(DIGI_GRDSWINGAXE, sp, v3df_none); + PlaySound(DIGI_GRDSWINGAXE, actor, v3df_none); for (stat = 0; stat < SIZ(StatDamageList); stat++) { @@ -15532,7 +15532,7 @@ int InitCoolgFire(DSWActor* actor) // Spawn a shot // Inserting and setting up variables - PlaySound(DIGI_CGMAGIC, sp, v3df_follow); + PlaySound(DIGI_CGMAGIC, actor, v3df_follow); auto actorNew = SpawnActor(STAT_MISSILE, COOLG_FIRE, s_CoolgFire, sp->sectnum, nx, ny, nz, u->targetActor->s().ang, COOLG_FIRE_VELOCITY); @@ -15591,7 +15591,7 @@ int DoCoolgDrip(DSWActor* actor) sp->yrepeat = sp->xrepeat = 32; ChangeState(actor, s_GoreFloorSplash); if (u->spal == PALETTE_BLUE_LIGHTING) - PlaySound(DIGI_DRIP, sp, v3df_none); + PlaySound(DIGI_DRIP, actor, v3df_none); } return 0; } @@ -16985,7 +16985,7 @@ DSWActor* SpawnBoatSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, HitscanSpriteAdjust(actorNew, hit_wall); if (RANDOM_P2(1024) < 100) - PlaySound(DIGI_RICHOCHET1,wp, v3df_none); + PlaySound(DIGI_RICHOCHET1, actorNew, v3df_none); return actorNew; } @@ -19354,10 +19354,10 @@ int DoShrapVelocity(DSWActor* actor) switch (u->ID) { case UZI_SHELL: - PlaySound(DIGI_SHELL, sp, v3df_none); + PlaySound(DIGI_SHELL, actor, v3df_none); break; case SHOT_SHELL: - PlaySound(DIGI_SHOTSHELLSPENT, sp, v3df_none); + PlaySound(DIGI_SHOTSHELLSPENT, actor, v3df_none); break; } }