mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
fb50df2c63
surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
339 lines
5.3 KiB
Text
339 lines
5.3 KiB
Text
// Doom Doors ---------------------------------
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:DoorOpenNormal
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play doors/dr1_open
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nostopcutoff
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end
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:DoorCloseNormal
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play doors/dr1_clos
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nostopcutoff
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end
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:DoorOpenBlazing
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play doors/dr2_open
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nostopcutoff
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end
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:DoorCloseBlazing
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play doors/dr2_clos
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nostopcutoff
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end
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[DoorNormal
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0 DoorOpenNormal
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1 DoorCloseNormal
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2 DoorOpenBlazing
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3 DoorCloseBlazing
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]
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// Heretic Doors ------------------------------
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:HereticDoorOpen
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play doors/dr1_open
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nostopcutoff
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end
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:HereticDoorClose
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play doors/dr1_open
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stopsound doors/dr1_clos
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end
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[HereticDoor
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0 HereticDoorOpen
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1 HereticDoorClose
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2 HereticDoorOpen
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3 HereticDoorClose
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]
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// Strife Doors -------------------------------
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:DoorOpenStone
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play doors/stone_open
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nostopcutoff
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end
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:DoorCloseStone
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play doors/stone_close
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nostopcutoff
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end
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:DoorOpenLargeMetal
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play doors/large_metal_open
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nostopcutoff
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end
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:DoorCloseLargeMetal
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play doors/large_metal_close
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nostopcutoff
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end
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:DoorOpenSmallMetal
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play doors/small_metal_open
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nostopcutoff
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end
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:DoorCloseSmallMetal
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play doors/small_metal_close
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nostopcutoff
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end
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:DoorOpenLargeWood
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play doors/large_wood_open
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nostopcutoff
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end
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:DoorCloseLargeWood
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play doors/large_wood_close
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nostopcutoff
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end
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:DoorOpenSmallWood
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play doors/small_wood_open
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nostopcutoff
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end
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:DoorCloseSmallWood
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play doors/large_wood_open
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nostopcutoff
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end
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:DoorOpenAirlock
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play doors/airlock_open
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nostopcutoff
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end
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:DoorCloseAirlock
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play doors/airlock_close
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nostopcutoff
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end
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:DoorOpenChain
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play doors/chain_open
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nostopcutoff
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end
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:DoorCloseChain
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play doors/chain_close
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nostopcutoff
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end
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[DoorStone
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0 DoorOpenStone
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1 DoorCloseStone
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2 DoorOpenBlazing
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3 DoorCloseBlazing
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]
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[DoorLargeMetal
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0 DoorOpenLargeMetal
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1 DoorCloseLargeMetal
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2 DoorOpenBlazing
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3 DoorCloseBlazing
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]
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[DoorSmallMetal
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0 DoorOpenSmallMetal
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1 DoorCloseSmallMetal
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2 DoorOpenBlazing
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3 DoorCloseBlazing
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]
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[DoorLargeWood
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0 DoorOpenLargeWood
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1 DoorCloseLargeWood
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2 DoorOpenBlazing
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3 DoorCloseBlazing
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]
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[DoorSmallWood
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0 DoorOpenSmallWood
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1 DoorCloseSmallWood
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2 DoorOpenBlazing
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3 DoorCloseBlazing
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]
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[DoorAirlock
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0 DoorOpenAirlock
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1 DoorCloseAirlock
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2 DoorOpenBlazing
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3 DoorCloseBlazing
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]
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[DoorChain
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0 DoorOpenChain
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1 DoorCloseChain
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2 DoorOpenBlazing
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3 DoorCloseBlazing
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]
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// Not Doors ----------------------------------
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:CeilingNormal
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playrepeat plats/pt1_mid
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end
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:CeilingSemiSilent
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stopsound plats/pt1_stop
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end
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:Floor
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playrepeat plats/pt1_mid
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stopsound plats/pt1_stop
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end
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:Platform
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playuntildone plats/pt1_strt
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stopsound plats/pt1_stop
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end
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:Silence
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end
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// Heretic Ambience ---------------------------
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:HereticAmbience
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// Heretic waits 10 seconds after level load before it starts
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// playing any sounds.
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delayonce 350
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volumerand 0 50
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attenuation none
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randomsequence
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delayrand 210 465
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restart
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end
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// To be 100% correct, these sequences shouldn't actually wait for
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// the last sound to stop playing, but I thought it would be nice
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// to make them stand-alone so you don't always have to play them
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// from inside HereticAmbience.
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:AFX_Scream
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environment 0
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slot HereticAmbience
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playuntildone world/amb1
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end
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:AFX_Squish
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environment 1
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slot HereticAmbience
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playuntildone world/amb2
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end
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:AFX_Drops
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environment 2
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slot HereticAmbience
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play world/amb3
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delayrand 16 47
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play world/amb7
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delayrand 16 47
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play world/amb3
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delayrand 16 47
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play world/amb7
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delayrand 16 47
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play world/amb3
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delayrand 16 47
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play world/amb7
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delayrand 16 47
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end
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:AFX_SlowFootsteps
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environment 3
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slot HereticAmbience
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playtime world/amb4 15
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volumerel -2.36
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playtime world/amb11 15
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volumerel -2.36
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playtime world/amb4 15
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volumerel -2.36
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playtime world/amb11 15
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volumerel -2.36
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playtime world/amb4 15
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volumerel -2.36
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playtime world/amb11 15
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volumerel -2.36
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playtime world/amb4 15
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volumerel -2.36
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playuntildone world/amb11
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end
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:AFX_Heartbeat
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environment 4
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slot HereticAmbience
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playtime world/amb5 35
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playtime world/amb5 35
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playtime world/amb5 35
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playuntildone world/amb5
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end
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:AFX_Bells
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environment 5
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slot HereticAmbience
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playtime world/amb6 17
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volumerel -6.3
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playtime world/amb6 17
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volumerel -6.3
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playtime world/amb6 17
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volumerel -6.3
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playuntildone world/amb6
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end
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:AFX_Growl
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environment 6
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slot HereticAmbience
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playuntildone world/amb12
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end
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:AFX_Magic
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environment 7
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slot HereticAmbience
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playuntildone world/amb8
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end
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:AFX_Laughter
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environment 8
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slot HereticAmbience
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playtime world/amb9 16
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volumerel -3.15
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playtime world/amb9 16
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volumerel -3.15
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playtime world/amb9 16
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volumerel -3.15
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playtime world/amb10 16
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volumerel -3.15
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playtime world/amb10 16
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volumerel -3.15
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playuntildone world/amb10
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end
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:AFX_FastFootsteps
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environment 9
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slot HereticAmbience
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playtime world/amb4 8
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volumerel -2.36
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playtime world/amb11 8
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volumerel -2.36
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playtime world/amb4 8
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volumerel -2.36
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playtime world/amb11 8
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volumerel -2.36
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playtime world/amb4 8
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volumerel -2.36
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playtime world/amb11 8
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volumerel -2.36
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playtime world/amb4 8
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volumerel -2.36
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playuntildone world/amb11
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end
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