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
This commit is contained in:
Christoph Oelckers 2008-09-15 23:47:00 +00:00
parent efbded35e7
commit 2cba83663a
345 changed files with 2379 additions and 1104 deletions

View file

@ -47,7 +47,6 @@
#include "b_bot.h" //Added by MC:
#include "a_doomglobal.h"
#include "ravenshared.h"
#include "a_hexenglobal.h"
#include "a_sharedglobal.h"
@ -56,6 +55,9 @@
#include "templates.h"
#include "sbar.h"
#include "s_sound.h"
#include "g_level.h"
#include "d_net.h"
#include "d_netinf.h"
static FRandom pr_obituary ("Obituary");
static FRandom pr_botrespawn ("BotRespawn");
@ -357,7 +359,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
if (debugfile && this->player)
{
static int dieticks[MAXPLAYERS];
int pnum = this->player-players;
int pnum = int(this->player-players);
if (dieticks[pnum] == gametic)
gametic=gametic;
dieticks[pnum] = gametic;