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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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@ -39,6 +39,7 @@
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*/
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#include "gi.h"
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#include "g_level.h"
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#include "actor.h"
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#include "info.h"
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#include "sc_man.h"
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#include "a_action.h"
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#include "decallib.h"
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#include "m_random.h"
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#include "autosegs.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "c_console.h"
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#include "doomerrors.h"
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#include "a_sharedglobal.h"
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#include "a_doomglobal.h"
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#include "thingdef/thingdef.h"
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#include "v_video.h"
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#include "v_font.h"
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#include "doomstat.h"
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#include "v_palette.h"
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static FRandom pr_camissile ("CustomActorfire");
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