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- added a compatibility option for stopping sounds when the owning actor is destroyed.
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6 changed files with 6 additions and 1 deletions
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@ -141,6 +141,7 @@ static FCompatOption Options[] =
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{ "maskedmidtex", COMPATF_MASKEDMIDTEX, SLOT_COMPAT },
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{ "badangles", COMPATF2_BADANGLES, SLOT_COMPAT2 },
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{ "floormove", COMPATF2_FLOORMOVE, SLOT_COMPAT2 },
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{ "soundcutoff", COMPATF2_SOUNDCUTOFF, SLOT_COMPAT2 },
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{ NULL, 0, 0 }
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};
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@ -620,6 +620,7 @@ CVAR (Flag, compat_polyobj, compatflags, COMPATF_POLYOBJ);
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CVAR (Flag, compat_maskedmidtex, compatflags, COMPATF_MASKEDMIDTEX);
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CVAR (Flag, compat_badangles, compatflags2, COMPATF2_BADANGLES);
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CVAR (Flag, compat_floormove, compatflags2, COMPATF2_FLOORMOVE);
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CVAR (Flag, compat_soundcutoff, compatflags2, COMPATF2_SOUNDCUTOFF);
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//==========================================================================
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//
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@ -339,6 +339,7 @@ enum
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COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
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COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
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COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less
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};
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// Emulate old bugs for select maps. These are not exposed by a cvar
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@ -1306,6 +1306,7 @@ MapFlagHandlers[] =
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{ "compat_maskedmidtex", MITYPE_COMPATFLAG, COMPATF_MASKEDMIDTEX, 0 },
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{ "compat_badangles", MITYPE_COMPATFLAG, 0, COMPATF2_BADANGLES },
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{ "compat_floormove", MITYPE_COMPATFLAG, 0, COMPATF2_FLOORMOVE },
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{ "compat_soundcutoff", MITYPE_COMPATFLAG, 0, COMPATF2_SOUNDCUTOFF },
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{ "cd_start_track", MITYPE_EATNEXT, 0, 0 },
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{ "cd_end1_track", MITYPE_EATNEXT, 0, 0 },
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{ "cd_end2_track", MITYPE_EATNEXT, 0, 0 },
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@ -1575,7 +1575,7 @@ void S_RelinkSound (AActor *from, AActor *to)
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{
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chan->Actor = to;
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}
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else if (!(chan->ChanFlags & CHAN_LOOP))
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else if (!(chan->ChanFlags & CHAN_LOOP) && !(compatflags2 & COMPATF2_SOUNDCUTOFF))
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{
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chan->Actor = NULL;
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chan->SourceType = SOURCE_Unattached;
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@ -1300,6 +1300,7 @@ OptionMenu "CompatibilityOptions"
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Option "Ignore Y offsets on masked midtextures", "compat_MASKEDMIDTEX", "YesNo"
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Option "Cannot travel straight NSEW", "compat_badangles", "YesNo"
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Option "Use Doom's floor motion behavior", "compat_floormove", "YesNo"
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Option "Sounds stop when actor vanishes", "compat_soundcutoff", "YesNo"
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Class "CompatibilityMenu"
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}
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