- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,

and when they were fully assembled, they did not play the sound across the
  entire level.


SVN r1213 (trunk)
This commit is contained in:
Randy Heit 2008-09-12 01:12:40 +00:00
parent f08e2949dc
commit 4ffa924929
8 changed files with 51 additions and 27 deletions

View file

@ -1,4 +1,7 @@
September 11, 2008
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.

View file

@ -981,10 +981,24 @@ const char *AInventory::PickupMessage ()
void AInventory::PlayPickupSound (AActor *toucher)
{
S_Sound (toucher, CHAN_PICKUP, PickupSound, 1,
(ItemFlags & IF_FANCYPICKUPSOUND) &&
(toucher == NULL || toucher->CheckLocalView (consoleplayer))
? ATTN_NONE : ATTN_NORM);
float atten;
if (ItemFlags & IF_NOATTENPICKUPSOUND)
{
atten = ATTN_NONE;
}
#if 0
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
(toucher == NULL || toucher->CheckLocalView(consoeplayer)))
{
atten = ATTN_NONE;
}
#endif
else
{
atten = ATTN_NORM;
}
S_Sound (toucher, CHAN_PICKUP, PickupSound, 1, atten);
}
//===========================================================================

View file

@ -99,6 +99,7 @@ enum
IF_IGNORESKILL = 1<<14, // Ignores any skill related multiplicators when giving this item.
IF_CREATECOPYMOVED = 1<<15, // CreateCopy changed the owner (copy's Owner field holds new owner).
IF_INITEFFECTFAILED = 1<<16, // CreateCopy tried to activate a powerup and activation failed (can happen with PowerMorph)
IF_NOATTENPICKUPSOUND = 1<<17, // Play pickup sound with ATTN_NONE
};
struct vissprite_t;

View file

@ -146,7 +146,13 @@ const char *AWeaponPiece::PickupMessage ()
void AWeaponPiece::PlayPickupSound (AActor *toucher)
{
if (FullWeapon) FullWeapon->PlayPickupSound(toucher);
else Super::PlayPickupSound(toucher);
if (FullWeapon)
{
FullWeapon->PlayPickupSound(toucher);
}
else
{
Super::PlayPickupSound(toucher);
}
}

View file

@ -284,6 +284,7 @@ static flagdef InventoryFlags[] =
DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags),
DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags),
DEFINE_FLAG(IF, ADDITIVETIME, AInventory, ItemFlags),
DEFINE_FLAG(IF, NOATTENPICKUPSOUND, AInventory, ItemFlags),
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),

View file

@ -3,7 +3,10 @@
ACTOR ClericWeaponPiece : WeaponPiece native
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
WeaponPiece.Weapon CWeapWraithverge
+FLOATBOB
}
// Cleric Weapon Piece 1 ----------------------------------------------------
@ -12,10 +15,7 @@ ACTOR CWeaponPiece1 : ClericWeaponPiece 18
{
Game Hexen
SpawnID 33
+FLOATBOB
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
WeaponPiece.Number 1
WeaponPiece.Weapon CWeapWraithverge
States
{
Spawn:
@ -26,11 +26,10 @@ ACTOR CWeaponPiece1 : ClericWeaponPiece 18
// Cleric Weapon Piece 2 ----------------------------------------------------
ACTOR CWeaponPiece2 : CWeaponPiece1 19
ACTOR CWeaponPiece2 : ClericWeaponPiece 19
{
Game Hexen
SpawnID 34
+FLOATBOB
WeaponPiece.Number 2
States
{
@ -42,11 +41,10 @@ ACTOR CWeaponPiece2 : CWeaponPiece1 19
// Cleric Weapon Piece 3 ----------------------------------------------------
ACTOR CWeaponPiece3 : CWeaponPiece1 20
ACTOR CWeaponPiece3 : ClericWeaponPiece 20
{
Game Hexen
SpawnID 35
+FLOATBOB
WeaponPiece.Number 3
States
{
@ -76,6 +74,7 @@ ACTOR CWeapWraithverge : ClericWeapon native
Health 3
Weapon.SelectionOrder 3000
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 18
Weapon.AmmoUse2 18
Weapon.AmmoGive1 20

View file

@ -3,6 +3,10 @@
ACTOR FighterWeaponPiece : WeaponPiece native
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_QUIETUS_PIECE"
WeaponPiece.Weapon FWeapQuietus
+FLOATBOB
}
// Fighter Weapon Piece 1 ---------------------------------------------------
@ -11,10 +15,7 @@ ACTOR FWeaponPiece1 : FighterWeaponPiece 12
{
Game Hexen
SpawnID 29
Inventory.PickupMessage "$TXT_QUIETUS_PIECE"
WeaponPiece.Number 1
WeaponPiece.Weapon FWeapQuietus
+FLOATBOB
States
{
Spawn:
@ -25,12 +26,11 @@ ACTOR FWeaponPiece1 : FighterWeaponPiece 12
// Fighter Weapon Piece 2 ---------------------------------------------------
ACTOR FWeaponPiece2 : FWeaponPiece1 13
ACTOR FWeaponPiece2 : FighterWeaponPiece 13
{
Game Hexen
SpawnID 30
WeaponPiece.Number 2
+FLOATBOB
States
{
Spawn:
@ -41,12 +41,11 @@ ACTOR FWeaponPiece2 : FWeaponPiece1 13
// Fighter Weapon Piece 3 ---------------------------------------------------
ACTOR FWeaponPiece3 : FWeaponPiece1 16
ACTOR FWeaponPiece3 : FighterWeaponPiece 16
{
Game Hexen
SpawnID 31
WeaponPiece.Number 3
+FLOATBOB
States
{
Spawn:
@ -75,6 +74,7 @@ ACTOR FWeapQuietus : FighterWeapon
Health 3
Weapon.SelectionOrder 2900
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 14
Weapon.AmmoUse2 14
Weapon.AmmoGive1 20

View file

@ -3,6 +3,10 @@
ACTOR MageWeaponPiece : WeaponPiece native
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE"
WeaponPiece.Weapon MWeapBloodscourge
+FLOATBOB
}
// Mage Weapon Piece 1 ------------------------------------------------------
@ -11,10 +15,7 @@ ACTOR MWeaponPiece1 : MageWeaponPiece 21
{
Game Hexen
SpawnID 37
+FLOATBOB
Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE"
WeaponPiece.Number 1
WeaponPiece.Weapon MWeapBloodscourge
States
{
Spawn:
@ -25,11 +26,10 @@ ACTOR MWeaponPiece1 : MageWeaponPiece 21
// Mage Weapon Piece 2 ------------------------------------------------------
ACTOR MWeaponPiece2 : MWeaponPiece1 22
ACTOR MWeaponPiece2 : MageWeaponPiece 22
{
Game Hexen
SpawnID 38
+FLOATBOB
WeaponPiece.Number 2
States
{
@ -41,11 +41,10 @@ ACTOR MWeaponPiece2 : MWeaponPiece1 22
// Mage Weapon Piece 3 ------------------------------------------------------
ACTOR MWeaponPiece3 : MWeaponPiece1 23
ACTOR MWeaponPiece3 : MageWeaponPiece 23
{
Game Hexen
SpawnID 39
+FLOATBOB
WeaponPiece.Number 3
States
{
@ -83,6 +82,7 @@ ACTOR MWeapBloodscourge : MageWeapon native
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Inventory.PickupMessage "$TXT_WEAPON_M4"
Inventory.PickupSound "WeaponBuild"