- Increased the duration of respawn invulnerability by one second.

- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer 
  games, not just deathmatch, without the need for turning on
  alwaysapplydmflags.
- Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with
  alwaysapplydmflags turned on.
- Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items.
- Replaced the naive area sound implementation with one that takes into
  consideration the size and shape of the sector producing the sound. See
  the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
  the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
  S_Sound() for both names and IDs from now on.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@123 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2008-06-15 17:17:31 +00:00
parent f6a34dbbe0
commit 513aeb87b8
67 changed files with 637 additions and 460 deletions

View file

@ -228,7 +228,7 @@ static void DoAttack (AActor *self, bool domelee, bool domissile)
if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
{
int damage = pr_camelee.HitDice(MeleeDamage);
if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
}
@ -288,7 +288,7 @@ static void DoPlaySound(AActor * self, int channel)
if (index<0) return;
int soundid = StateParameters[index];
S_SoundID (self, channel, soundid, 1, ATTN_NORM);
S_Sound (self, channel, soundid, 1, ATTN_NORM);
}
void A_PlaySound(AActor * self)
@ -333,13 +333,13 @@ void A_PlaySoundEx (AActor *self)
if (!looping)
{
S_SoundID (self, channel - NAME_Auto, soundid, 1, attenuation);
S_Sound (self, channel - NAME_Auto, soundid, 1, attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, channel - NAME_Auto, soundid))
{
S_SoundID (self, (channel - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
S_Sound (self, (channel - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
}
}
}
@ -390,7 +390,7 @@ void A_BulletAttack (AActor *self)
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i = self->GetMissileDamage (0, 1); i > 0; --i)
{
int angle = bangle + (pr_cabullet.Random2() << 20);
@ -858,7 +858,7 @@ void A_CustomBulletAttack (AActor *self)
bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i=0 ; i<NumBullets ; i++)
{
int angle = bangle + pr_cabullet.Random2() * (Spread_XY / 255);
@ -893,13 +893,13 @@ void A_CustomMeleeAttack (AActor *self)
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (damage, self->target, self);
}
else
{
if (MissSound) S_SoundID (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
if (MissSound) S_Sound (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
}
}
@ -928,7 +928,7 @@ void A_CustomComboAttack (AActor *self)
if (self->CheckMeleeRange ())
{
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (damage, self->target, self);
}
@ -1021,7 +1021,7 @@ void A_FireBullets (AActor *self)
PuffType = PClass::FindClass(PuffTypeName);
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
{
@ -1150,7 +1150,7 @@ void A_CustomPunch (AActor *self)
// turn to face target
if (linetarget)
{
S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x,
self->y,