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- Remove extra *usefail definition for the pig player.
- Locks can now define more than one LockedSound by separating them with commas. The default setting for this property is now "*keytry", "misc/keytry". The first sound that is defined is the one that will be played for the lock. Thus, for standard locks, if the player class defines *keytry, that will be played. Otherwise, misc/keytry will be played as before. SVN r2827 (trunk)
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df138fe4f9
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2 changed files with 45 additions and 18 deletions
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@ -45,9 +45,9 @@ struct Keygroup
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struct Lock
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{
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TArray<Keygroup *> keylist;
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TArray<FSoundID> locksound;
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FString Message;
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FString RemoteMsg;
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FSoundID locksound;
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int rgb;
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Lock()
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@ -230,7 +230,8 @@ static void ParseLock(FScanner &sc)
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delete locks[keynum];
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}
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locks[keynum] = lock;
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locks[keynum]->locksound = "misc/keytry";
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locks[keynum]->locksound.Push("*keytry");
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locks[keynum]->locksound.Push("misc/keytry");
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ignorekey=false;
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}
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else if (keynum != -1)
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@ -273,8 +274,21 @@ static void ParseLock(FScanner &sc)
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break;
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case 4: // locksound
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sc.MustGetString();
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lock->locksound = sc.String;
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lock->locksound.Clear();
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for (;;)
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{
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sc.MustGetString();
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lock->locksound.Push(sc.String);
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if (!sc.GetString())
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{
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break;
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}
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if (!sc.Compare(","))
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{
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sc.UnGet();
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break;
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}
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}
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break;
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default:
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@ -398,27 +412,32 @@ void P_DeinitKeyMessages()
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bool P_CheckKeys (AActor *owner, int keynum, bool remote)
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{
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const char *failtext = NULL;
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FSoundID failsound;
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FSoundID *failsound;
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int numfailsounds;
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if (owner == NULL) return false;
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if (keynum<=0 || keynum>255) return true;
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// Just a safety precaution. The messages should have been initialized upon game start.
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if (!keysdone) P_InitKeyMessages();
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FSoundID failage[2] = { "*keytry", "misc/keytry" };
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if (!locks[keynum])
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{
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if (keynum==103 && gameinfo.gametype == GAME_Strife)
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if (keynum == 103 && gameinfo.gametype == GAME_Strife)
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failtext = "THIS AREA IS ONLY AVAILABLE IN THE RETAIL VERSION OF STRIFE";
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else
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failtext = "That doesn't seem to work";
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failsound = "misc/keytry";
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failsound = failage;
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numfailsounds = countof(failage);
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}
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else
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{
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if (locks[keynum]->check(owner)) return true;
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failtext = remote? locks[keynum]->RemoteMsg : locks[keynum]->Message;
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failsound = locks[keynum]->locksound;
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failsound = &locks[keynum]->locksound[0];
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numfailsounds = locks[keynum]->locksound.Size();
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}
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// If we get here, that means the actor isn't holding an appropriate key.
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@ -426,7 +445,16 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
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if (owner == players[consoleplayer].camera)
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{
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PrintMessage(failtext);
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S_Sound (owner, CHAN_VOICE, failsound, 1, ATTN_NORM);
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// Play the first defined key sound.
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for (int i = 0; i < numfailsounds; ++i)
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{
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if (failsound[i] != 0)
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{
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S_Sound (owner, CHAN_VOICE, failsound[i], 1, ATTN_NORM);
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break;
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}
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}
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}
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return false;
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@ -890,15 +890,14 @@ $playeralias mage male *usefail PlayerMageFailedUse
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$playeralias mage male *puzzfail PuzzleFailMage
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$playersound mage male *jump mgjump
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$playeralias pig male *usefail PigActive1
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$PlayerAlias Pig Male *UseFail PigActive1
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$playeralias Pig Male *PuzzFail PigActive2
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$PlayerAlias Pig Male *Grunt PigActive1
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$PlayerAlias Pig Male *Land PigActive2
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$PlayerAlias Pig Male *Jump PigActive1
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$PlayerAlias Pig Male *Poison PigActive2
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$PlayerAlias Pig Male *Falling PigPain
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$PlayerAlias Pig Male *Splat PigDeath
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$playeralias pig male *usefail PigActive1
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$playeralias pig male *puzzfail PigActive2
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$playeralias pig male *grunt PigActive1
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$playeralias pig male *land PigActive2
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$playeralias pig male *jump PigActive1
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$playeralias pig male *poison PigActive2
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$playeralias pig male *falling PigPain
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$playeralias pig male *splat PigDeath
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$alias world/drip Ambient10
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$alias world/watersplash WaterSplash
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