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- Added PrecacheSounds mapinfo option. This takes a list of sounds to preload when the level is
loaded. SVN r3837 (trunk)
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parent
8a021c4b4b
commit
9d82c7fa0e
4 changed files with 35 additions and 7 deletions
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@ -2209,15 +2209,15 @@ void D_DoomMain (void)
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// [RH] Load sound environments
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S_ParseReverbDef ();
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// [RH] Parse any SNDINFO lumps
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Printf ("S_InitData: Load sound definitions.\n");
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S_InitData ();
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// [RH] Parse through all loaded mapinfo lumps
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Printf ("G_ParseMapInfo: Load map definitions.\n");
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G_ParseMapInfo (iwad_info->MapInfo);
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ReadStatistics();
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// [RH] Parse any SNDINFO lumps
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Printf ("S_InitData: Load sound definitions.\n");
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S_InitData ();
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Printf ("Texman.Init: Init texture manager.\n");
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TexMan.Init();
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C_InitConback();
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@ -36,8 +36,8 @@
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#include "doomtype.h"
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#include "doomdef.h"
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//#include "autosegs.h"
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#include "sc_man.h"
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#include "s_sound.h"
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struct level_info_t;
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struct cluster_info_t;
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@ -327,6 +327,8 @@ struct level_info_t
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TArray<FSpecialAction> specialactions;
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TArray<FSoundID> PrecacheSounds;
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level_info_t()
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{
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Reset();
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@ -269,6 +269,7 @@ void level_info_t::Reset()
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teamdamage = 0.f;
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specialactions.Clear();
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DefaultEnvironment = 0;
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PrecacheSounds.Clear();
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}
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@ -1029,7 +1030,7 @@ DEFINE_MAP_OPTION(specialaction, true)
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sa->Action = P_FindLineSpecial(parse.sc.String, &min_arg, &max_arg);
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if (sa->Action == 0 || min_arg < 0)
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{
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parse.sc.ScriptError("Unknown specialaction '%s'");
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parse.sc.ScriptError("Unknown specialaction '%s'", parse.sc.String);
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}
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int j = 0;
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while (j < 5 && parse.sc.CheckString(","))
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@ -1040,6 +1041,25 @@ DEFINE_MAP_OPTION(specialaction, true)
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if (parse.format_type == parse.FMT_Old) parse.sc.SetCMode(false);
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}
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DEFINE_MAP_OPTION(PrecacheSounds, true)
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{
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parse.ParseAssign();
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do
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{
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parse.sc.MustGetString();
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FSoundID snd = parse.sc.String;
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if (snd == 0)
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{
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parse.sc.ScriptMessage("Unknown sound \"%s\"", parse.sc.String);
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}
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else
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{
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info->PrecacheSounds.Push(snd);
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}
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} while (parse.sc.CheckString(","));
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}
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DEFINE_MAP_OPTION(redirect, true)
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{
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parse.ParseAssign();
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@ -477,7 +477,8 @@ void S_PrecacheLevel ()
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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while ( (actor = iterator.Next ()) != NULL )
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// Precache all sounds known to be used by the currently spawned actors.
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while ( (actor = iterator.Next()) != NULL )
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{
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S_sfx[actor->SeeSound].bUsed = true;
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S_sfx[actor->AttackSound].bUsed = true;
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@ -486,6 +487,11 @@ void S_PrecacheLevel ()
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S_sfx[actor->ActiveSound].bUsed = true;
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S_sfx[actor->UseSound].bUsed = true;
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}
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// Precache all extra sounds requested by this map.
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for (i = 0; i < level.info->PrecacheSounds.Size(); ++i)
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{
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S_sfx[level.info->PrecacheSounds[i]].bUsed = true;
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}
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for (i = 1; i < S_sfx.Size(); ++i)
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{
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