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Update to ZDoom r1229:
- Separated low level sound code from all high level dependencies. - Separated low level sound channel class from high level class which now is just a subclass of the low level class. - Moved some more high level sound logic out of FMODSoundRenderer: The rolloff and channel ended callbacks now call functions in s_sound.cpp instead of working on the data itself and GSnd->StopSound has been replaced with S_StopChannel. - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up some include dependencies. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@179 b0f79afe-0144-0410-b225-9a4edf0717df
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345 changed files with 2379 additions and 1104 deletions
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@ -47,7 +47,6 @@
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#include "b_bot.h" //Added by MC:
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#include "a_doomglobal.h"
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#include "ravenshared.h"
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#include "a_hexenglobal.h"
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#include "a_sharedglobal.h"
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@ -56,6 +55,9 @@
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#include "templates.h"
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#include "sbar.h"
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#include "s_sound.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "d_netinf.h"
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static FRandom pr_obituary ("Obituary");
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static FRandom pr_botrespawn ("BotRespawn");
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@ -357,7 +359,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
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if (debugfile && this->player)
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{
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static int dieticks[MAXPLAYERS];
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int pnum = this->player-players;
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int pnum = int(this->player-players);
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if (dieticks[pnum] == gametic)
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gametic=gametic;
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dieticks[pnum] = gametic;
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