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- Added DefaultEnvironment MAPINFO option to set the default sound environment for the whole map.
SVN r2261 (trunk)
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ba29ffd405
commit
aa86e62693
4 changed files with 27 additions and 1 deletions
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@ -1319,6 +1319,8 @@ void G_InitLevelLocals ()
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compatflags.Callback();
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NormalLight.ChangeFade (level.fadeto);
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level.DefaultEnvironment = info->DefaultEnvironment;
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}
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//==========================================================================
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@ -279,6 +279,7 @@ struct level_info_t
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DWORD compatflags;
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DWORD compatmask;
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FString Translator; // for converting Doom-format linedef and sector types.
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int DefaultEnvironment; // Default sound environment for the map.
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// Redirection: If any player is carrying the specified item, then
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// you go to the RedirectMap instead of this one.
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@ -391,6 +392,7 @@ struct FLevelLocals
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fixed_t aircontrol;
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fixed_t airfriction;
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int airsupply;
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int DefaultEnvironment; // Default sound environment.
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FSectorScrollValues *Scrolls; // NULL if no DScrollers in this level
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@ -265,6 +265,7 @@ void level_info_t::Reset()
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bordertexture[0] = 0;
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teamdamage = 0.f;
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specialactions.Clear();
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DefaultEnvironment = 0;
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}
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@ -1250,6 +1251,20 @@ DEFINE_MAP_OPTION(mapbackground, true)
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parse.ParseLumpOrTextureName(info->mapbg);
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}
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DEFINE_MAP_OPTION(defaultenvironment, false)
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{
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int id;
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parse.ParseAssign();
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parse.sc.MustGetNumber();
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id = parse.sc.Number << 8;
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if (parse.CheckNumber())
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{
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id |= parse.sc.Number;
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}
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info->DefaultEnvironment = id;
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}
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//==========================================================================
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//
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@ -729,6 +729,7 @@ void P_FloodZone (sector_t *sec, int zonenum)
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void P_FloodZones ()
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{
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int z = 0, i;
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ReverbContainer *reverb;
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for (i = 0; i < numsectors; ++i)
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{
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@ -739,9 +740,15 @@ void P_FloodZones ()
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}
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numzones = z;
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zones = new zone_t[z];
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reverb = S_FindEnvironment(level.DefaultEnvironment);
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if (reverb == NULL)
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{
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Printf("Sound environment %d, %d not found\n", level.DefaultEnvironment >> 8, level.DefaultEnvironment & 255);
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reverb = DefaultEnvironments[0];
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}
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for (i = 0; i < z; ++i)
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{
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zones[i].Environment = DefaultEnvironments[0];
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zones[i].Environment = reverb;
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}
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}
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