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- 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
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67 changed files with 637 additions and 460 deletions
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@ -228,7 +228,7 @@ static void DoAttack (AActor *self, bool domelee, bool domissile)
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if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
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{
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int damage = pr_camelee.HitDice(MeleeDamage);
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if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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}
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@ -288,7 +288,7 @@ static void DoPlaySound(AActor * self, int channel)
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if (index<0) return;
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int soundid = StateParameters[index];
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S_SoundID (self, channel, soundid, 1, ATTN_NORM);
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S_Sound (self, channel, soundid, 1, ATTN_NORM);
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}
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void A_PlaySound(AActor * self)
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@ -333,13 +333,13 @@ void A_PlaySoundEx (AActor *self)
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if (!looping)
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{
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S_SoundID (self, channel - NAME_Auto, soundid, 1, attenuation);
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S_Sound (self, channel - NAME_Auto, soundid, 1, attenuation);
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}
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else
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{
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if (!S_IsActorPlayingSomething (self, channel - NAME_Auto, soundid))
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{
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S_SoundID (self, (channel - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
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S_Sound (self, (channel - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
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}
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}
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}
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@ -390,7 +390,7 @@ void A_BulletAttack (AActor *self)
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slope = P_AimLineAttack (self, bangle, MISSILERANGE);
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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for (i = self->GetMissileDamage (0, 1); i > 0; --i)
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{
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int angle = bangle + (pr_cabullet.Random2() << 20);
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@ -858,7 +858,7 @@ void A_CustomBulletAttack (AActor *self)
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bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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for (i=0 ; i<NumBullets ; i++)
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{
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int angle = bangle + pr_cabullet.Random2() * (Spread_XY / 255);
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@ -893,13 +893,13 @@ void A_CustomMeleeAttack (AActor *self)
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, DamageType);
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if (bleed) P_TraceBleed (damage, self->target, self);
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}
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else
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{
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if (MissSound) S_SoundID (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
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if (MissSound) S_Sound (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
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}
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}
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@ -928,7 +928,7 @@ void A_CustomComboAttack (AActor *self)
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if (self->CheckMeleeRange ())
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{
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if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
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if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, DamageType);
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if (bleed) P_TraceBleed (damage, self->target, self);
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}
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@ -1021,7 +1021,7 @@ void A_FireBullets (AActor *self)
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PuffType = PClass::FindClass(PuffTypeName);
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if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
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S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
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if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
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{
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@ -1150,7 +1150,7 @@ void A_CustomPunch (AActor *self)
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// turn to face target
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if (linetarget)
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{
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S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
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self->angle = R_PointToAngle2 (self->x,
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self->y,
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