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- scriptified some simple sound functions.
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fb91982da2
commit
c14b7f58d3
2 changed files with 26 additions and 50 deletions
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@ -3157,51 +3157,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Scream)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->DeathSound)
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{
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// Check for bosses.
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if (self->flags2 & MF2_BOSS)
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{
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// full volume
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S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NONE);
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}
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else
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{
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S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_XScream)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->player)
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S_Sound (self, CHAN_VOICE, "*gibbed", 1, ATTN_NORM);
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else
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S_Sound (self, CHAN_VOICE, "misc/gibbed", 1, ATTN_NORM);
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return 0;
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}
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//===========================================================================
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//
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// A_ActiveSound
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->ActiveSound)
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{
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S_Sound(self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// Modifies the drop amount of this item according to the current skill's
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@ -968,10 +968,8 @@ class Actor : Thinker native
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native void A_Pain();
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native void A_NoBlocking(bool drop = true);
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void A_Fall() { A_NoBlocking(); }
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native void A_XScream();
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native void A_Look();
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native void A_Chase(statelabel melee = null, statelabel missile = null, int flags = 0x40000000);
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native void A_Scream();
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native void A_VileChase();
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native bool A_CheckForResurrection();
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native void A_BossDeath();
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@ -980,9 +978,6 @@ class Actor : Thinker native
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return Level.ExecuteSpecial(special, self, null, false, arg1, arg2, arg3, arg4, arg5);
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}
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native void A_ActiveSound();
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native void A_FastChase();
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native void A_PlayerScream();
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native void A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull");
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@ -1151,6 +1146,32 @@ class Actor : Thinker native
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return ACS_ExecuteWithResult(-int(script), arg1, arg2, arg3, arg4);
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}
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//===========================================================================
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//
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// Sounds
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//
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//===========================================================================
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void A_Scream()
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{
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if (DeathSound)
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{
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A_PlaySound(DeathSound, CHAN_VOICE, 1, false, bBoss? ATTN_NONE : ATTN_NORM);
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}
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}
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void A_XScream()
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{
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A_PlaySound(player? Sound("*gibbed") : Sound("misc/gibbed"), CHAN_VOICE);
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}
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void A_ActiveSound()
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{
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if (ActiveSound)
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{
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A_PlaySound(ActiveSound, CHAN_VOICE);
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}
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}
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States(Actor, Overlay, Weapon, Item)
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{
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