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- Reduced the rate at which drowning damage increases.
- Added more player water sounds: *dive - Played when your head goes below water. *surface - Played when your head goes back above water. *gasp - Played when you were drowning and get your air back. If your head surfaces and you were drowning, only *gasp plays, not both. - Added damage-specific player death sounds, in the same fashion as the damage-specific player pain sounds. It looks for a sound with a name like "*death-damagetype" first and then "*death" if the first sound didn't exist. - Removed the constraint that player sounds must be reserved before they can be assigned. Hence, the $playerreserve command has been eliminated, because it is no longer needed and it was never accessible from user wads, so I don't need to worry about breaking anything by removing it. SVN r474 (trunk)
This commit is contained in:
parent
ea0c7395de
commit
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9 changed files with 127 additions and 51 deletions
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@ -1,3 +1,18 @@
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February 3, 2007
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- Reduced the rate at which drowning damage increases.
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- Added more player water sounds:
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*dive - Played when your head goes below water.
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*surface - Played when your head goes back above water.
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*gasp - Played when you were drowning and get your air back.
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If your head surfaces and you were drowning, only *gasp plays, not both.
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- Added damage-specific player death sounds, in the same fashion as the
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damage-specific player pain sounds. It looks for a sound with a name like
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"*death-damagetype" first and then "*death" if the first sound didn't exist.
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- Removed the constraint that player sounds must be reserved before they can
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be assigned. Hence, the $playerreserve command has been eliminated, because
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it is no longer needed and it was never accessible from user wads, so I
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don't need to worry about breaking anything by removing it.
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February 2, 2007
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- Added a new fixrtext tool that sets the IMAGE_SCN_MEM_WRITE flag for
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.rtext files in the assembly object files. Now I can avoid doing this at
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@ -749,7 +749,7 @@ public:
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int GetTics(FState * newstate);
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bool SetState (FState *newstate);
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bool SetStateNF (FState *newstate);
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bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
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virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
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FState *FindState (FName label) const;
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FState *FindState (FName label, FName sublabel, bool exact = false) const;
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@ -117,6 +117,9 @@ public:
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int SpawnMask;
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FNameNoInit MorphWeapon;
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bool UpdateWaterLevel (fixed_t oldz, bool splash);
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bool ResetAirSupply ();
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int GetMaxHealth() const;
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};
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@ -727,7 +727,7 @@ void APowerIronFeet::AbsorbDamage (int damage, FName damageType, int &newdamage)
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newdamage = 0;
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if (Owner->player != NULL)
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{
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Owner->player->air_finished = level.time + level.airsupply;
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Owner->player->mo->ResetAirSupply ();
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}
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}
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else if (Inventory != NULL)
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@ -3478,7 +3478,7 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
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p->multicount = 0;
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p->lastkilltime = 0;
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p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
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p->air_finished = level.time + level.airsupply;
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p->mo->ResetAirSupply();
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p->Uncrouch();
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p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.
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@ -832,6 +832,55 @@ int APlayerPawn::GetMaxHealth() const
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return MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
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}
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//===========================================================================
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//
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// APlayerPawn :: UpdateWaterLevel
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//
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// Plays surfacing and diving sounds, as appropriate.
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//
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//===========================================================================
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bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
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{
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int oldlevel = waterlevel;
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bool retval = Super::UpdateWaterLevel (oldz, splash);
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if (oldlevel < 3 && waterlevel == 3)
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{ // Our head just went under.
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S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
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}
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else if (oldlevel == 3 && waterlevel < 3)
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{ // Our head just came up.
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if (player->air_finished > level.time)
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{ // We hadn't run out of air yet.
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S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
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}
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// If we were running out of air, then ResetAirSupply() will play *gasp.
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}
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return retval;
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}
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//===========================================================================
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//
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// APlayerPawn :: ResetAirSupply
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//
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// Gives the player a full "tank" of air. If they had previously completely
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// run out of air, also plays the *gasp sound. Returns true if the player
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// was drowning.
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//
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//===========================================================================
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bool APlayerPawn::ResetAirSupply ()
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{
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bool wasdrowning = (player->air_finished < level.time);
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if (wasdrowning)
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{
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S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
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}
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player->air_finished = level.time + level.airsupply;
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return wasdrowning;
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}
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//===========================================================================
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//
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// Animations
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@ -1108,27 +1157,27 @@ void A_PlayerScream (AActor *self)
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if (!sound && self->special1<10)
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{ // Wimpy death sound
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sound = S_FindSkinnedSound (self, "*wimpydeath");
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sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
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}
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if (!sound && self->health <= -50)
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{
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if (self->health > -100)
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{ // Crazy death sound
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sound = S_FindSkinnedSound (self, "*crazydeath");
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sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
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}
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if (!sound)
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{ // Extreme death sound
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sound = S_FindSkinnedSound (self, "*xdeath");
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sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
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if (!sound)
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{
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sound = S_FindSkinnedSound (self, "*gibbed");
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sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
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chan = CHAN_BODY;
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}
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}
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}
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if (!sound)
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{ // Normal death sound
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sound=S_FindSkinnedSound (self, "*death");
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sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
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}
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if (chan != CHAN_VOICE)
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@ -2122,17 +2171,17 @@ void P_PlayerThink (player_t *player)
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}
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// Handle air supply
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if (level.airsupply>0)
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if (level.airsupply > 0)
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{
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if (player->mo->waterlevel < 3 ||
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(player->mo->flags2 & MF2_INVULNERABLE) ||
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(player->cheats & CF_GODMODE))
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{
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player->air_finished = level.time + level.airsupply;
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player->mo->ResetAirSupply ();
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}
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else if (player->air_finished <= level.time && !(level.time & 31))
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{
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P_DamageMobj (player->mo, NULL, NULL, 2 + 2*((level.time-player->air_finished)/TICRATE), NAME_Drowning);
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P_DamageMobj (player->mo, NULL, NULL, 2 + ((level.time-player->air_finished)/TICRATE), NAME_Drowning);
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}
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}
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}
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@ -128,7 +128,6 @@ enum SICommands
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{
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SI_Ambient,
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SI_Random,
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SI_PlayerReserve,
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SI_PlayerSound,
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SI_PlayerSoundDup,
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SI_PlayerCompat,
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@ -219,7 +218,6 @@ static const char *SICommandStrings[] =
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{
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"$ambient",
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"$random",
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"$playerreserve",
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"$playersound",
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"$playersounddup",
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"$playercompat",
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@ -452,7 +450,12 @@ int S_AddSoundLump (const char *logicalname, int lump)
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int S_FindSoundTentative (const char *name)
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{
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int id = S_FindSoundNoHash (name);
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return id != 0 ? id : S_AddSoundLump (name, -1);
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if (id == 0)
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{
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id = S_AddSoundLump (name, -1);
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S_sfx[id].bTentative = true;
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}
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return id;
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}
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//==========================================================================
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sfx->lumpnum = lumpnum;
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sfx->bRandomHeader = false;
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sfx->link = sfxinfo_t::NO_LINK;
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sfx->bTentative = false;
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//sfx->PitchMask = CurrentPitchMask;
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}
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else
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int id;
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fakename = pclass;
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fakename += ';';
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fakename += '"';
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fakename += '0' + gender;
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fakename += ';';
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fakename += '"';
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fakename += S_sfx[refid].name;
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id = S_AddSoundLump (fakename, lumpnum);
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SC_MustGetString (); // Unused for now
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break;
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case SI_PlayerReserve:
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// $playerreserve <logical name>
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{
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SC_MustGetString ();
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int id = S_AddSound (sc_String, -1);
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S_sfx[id].link = NumPlayerReserves++;
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S_sfx[id].bPlayerReserve = true;
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}
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break;
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case SI_PlayerSound: {
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// $playersound <player class> <gender> <logical name> <lump name>
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char pclass[MAX_SNDNAME+1];
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gender = D_GenderToInt (sc_String);
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SC_MustGetString ();
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refid = S_FindSoundNoHash (sc_String);
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if (!S_sfx[refid].bPlayerReserve)
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if (refid != 0 && !S_sfx[refid].bPlayerReserve && !S_sfx[refid].bTentative)
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{
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SC_ScriptError ("%s has not been reserved for a player sound", sc_String);
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SC_ScriptError ("%s has already been used for a non-player sound.", sc_String);
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}
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if (refid == 0)
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{
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refid = S_AddSound (sc_String, -1);
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S_sfx[refid].bTentative = true;
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}
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if (S_sfx[refid].bTentative)
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{
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S_sfx[refid].link = NumPlayerReserves++;
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S_sfx[refid].bTentative = false;
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S_sfx[refid].bPlayerReserve = true;
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}
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SC_MustGetString ();
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}
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return S_LookupPlayerSound (pclass, gender, refid);
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}
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//==========================================================================
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//
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// S_FindSkinnedSoundEx
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//
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// Tries looking for both "name-extendedname" and "name" in that order.
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//==========================================================================
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int S_FindSkinnedSoundEx (AActor *actor, const char *name, const char *extendedname)
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{
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FString fullname;
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int id;
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// Look for "name-extendedname";
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fullname = name;
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fullname += '-';
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fullname += extendedname;
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id = S_FindSound (fullname);
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if (id == 0)
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{ // Look for "name"
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id = S_FindSound (name);
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}
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return S_FindSkinnedSound (actor, id);
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}
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//==========================================================================
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//
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// CCMD soundlist
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@ -57,6 +57,7 @@ struct sfxinfo_t
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WORD b16bit:1;
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WORD bUsed:1;
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WORD bSingular:1;
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WORD bTentative:1;
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WORD link;
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int S_LookupPlayerSound (const char *playerclass, int gender, const char *logicalname);
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int S_LookupPlayerSound (const char *playerclass, int gender, int refid);
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int S_FindSkinnedSound (AActor *actor, const char *logicalname);
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int S_FindSkinnedSoundEx (AActor *actor, const char *logicalname, const char *extendedname);
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int S_FindSkinnedSound (AActor *actor, int refid);
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int S_FindSoundByLump (int lump);
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int S_AddSound (const char *logicalname, const char *lumpname); // Add sound by lumpname
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@ -13,29 +13,6 @@
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//
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//===========================================================================
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$playerreserve *death
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$playerreserve *xdeath
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$playerreserve *wimpydeath
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$playerreserve *crazydeath
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$playerreserve *burndeath
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$playerreserve *gibbed
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$playerreserve *splat
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$playerreserve *pain100
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$playerreserve *pain75
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$playerreserve *pain50
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$playerreserve *pain25
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$playerreserve *grunt
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$playerreserve *land
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$playerreserve *falling
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$playerreserve *jump
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$playerreserve *fist
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$playerreserve *fistgrunt
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$playerreserve *usefail
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$playerreserve *evillaugh
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$playerreserve *weaponlaugh
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$playerreserve *puzzfail
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$playerreserve *poison
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// Use *pain in a script to play any of the pain sounds
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$random *pain { *pain100 *pain75 *pain50 *pain25 }
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