- bumped ZScript version to 4.3 and silenced the remaining deprecation warnings.

# Conflicts:
#	wadsrc/static/zscript.txt
This commit is contained in:
Christoph Oelckers 2020-01-04 14:25:07 +01:00 committed by drfrag
parent 5229a84047
commit 286cda2bb5
5 changed files with 5 additions and 5 deletions

View file

@ -1,4 +1,4 @@
version "3.8"
version "4.3"
#include "zscript/base.zs"
#include "zscript/sounddata.zs"
#include "zscript/mapdata.zs"

View file

@ -1863,7 +1863,7 @@ class PowerCoupling : Actor
Door_Close(225, 16);
Floor_LowerToHighestEE(44, 8);
players[i].mo.GiveInventoryType ("QuestItem6");
S_Sound ("svox/voc13", CHAN_VOICE);
S_StartSound ("svox/voc13", CHAN_VOICE);
players[i].SetLogNumber (13);
players[i].SetSubtitleNumber (13, "svox/voc13");
A_DropItem ("BrokenPowerCoupling", -1, 256);

View file

@ -426,7 +426,7 @@ class Object native
native static vector3, int G_PickDeathmatchStart();
native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
deprecated("4.3") native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0);
native static void S_StartSound (Sound sound_id, int flags, int channel, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0);
native static void S_StartSound (Sound sound_id, int channel, int flags = 0, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0);
native static void S_PauseSound (bool notmusic, bool notsfx);
native static void S_ResumeSound (bool notsfx);
native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);

View file

@ -292,7 +292,7 @@ class Menu : Object native ui version("2.4")
static void MenuSound(Sound snd)
{
S_Sound (snd, CHAN_VOICE | CHAN_UI, snd_menuvolume, ATTN_NONE);
S_StartSound (snd, CHAN_VOICE, CHANF_MAYBE_LOCAL, snd_menuvolume, ATTN_NONE);
}
static void DrawConText (int color, int x, int y, String str)

View file

@ -632,7 +632,7 @@ class StatusScreen abstract play version("2.5")
static void PlaySound(Sound snd)
{
S_Sound(snd, CHAN_VOICE | CHAN_UI, 1, ATTN_NONE);
S_StartSound(snd, CHAN_VOICE, CHANF_MAYBE_LOCAL, 1, ATTN_NONE);
}