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- deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound
This commit is contained in:
parent
b7e1a35e6f
commit
4a67bfcddb
102 changed files with 251 additions and 250 deletions
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@ -1055,7 +1055,7 @@ class Actor : Thinker native
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deprecated("2.3") native void A_BulletAttack();
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native void A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", double snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, double runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
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deprecated("4.3") native clearscope void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, double volume = 1.0, bool looping = false, double attenuation = ATTN_NORM, bool local = false, double pitch = 0.0);
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native clearscope void A_StartSound(sound whattoplay, int slot, int flags = 0, double volume = 1.0, double attenuation = ATTN_NORM, double pitch = 0.0);
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native clearscope void A_StartSound(sound whattoplay, int slot = CHAN_BODY, int flags = 0, double volume = 1.0, double attenuation = ATTN_NORM, double pitch = 0.0);
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native void A_SoundVolume(int slot, double volume);
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native void A_SoundPitch(int slot, double pitch);
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deprecated("2.3") void A_PlayWeaponSound(sound whattoplay) { A_StartSound(whattoplay, CHAN_WEAPON); }
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@ -1215,20 +1215,20 @@ class Actor : Thinker native
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{
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if (DeathSound)
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{
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A_PlaySound(DeathSound, CHAN_VOICE, 1, false, bBoss? ATTN_NONE : ATTN_NORM);
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A_StartSound(DeathSound, CHAN_VOICE, CHANF_DEFAULT, 1, bBoss? ATTN_NONE : ATTN_NORM);
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}
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}
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void A_XScream()
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{
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A_PlaySound(player? Sound("*gibbed") : Sound("misc/gibbed"), CHAN_VOICE);
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A_StartSound(player? Sound("*gibbed") : Sound("misc/gibbed"), CHAN_VOICE);
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}
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void A_ActiveSound()
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{
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if (ActiveSound)
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{
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A_PlaySound(ActiveSound, CHAN_VOICE);
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A_StartSound(ActiveSound, CHAN_VOICE);
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}
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}
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@ -67,7 +67,7 @@ extend class Actor
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if (!(flags & CBAF_NOPITCH)) bslope = AimLineAttack (bangle, MISSILERANGE);
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if (pufftype == null) pufftype = 'BulletPuff';
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A_PlaySound(AttackSound, CHAN_WEAPON);
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A_StartSound(AttackSound, CHAN_WEAPON);
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for (i = 0; i < numbullets; i++)
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{
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double pangle = bangle;
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@ -162,7 +162,7 @@ extend class Actor
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looker.target = target;
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if (looker.SeeSound)
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{
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looker.A_PlaySound(looker.SeeSound, CHAN_VOICE);
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looker.A_StartSound(looker.SeeSound, CHAN_VOICE);
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}
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looker.SetState(looker.SeeState);
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looker.bInCombat = true;
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@ -662,7 +662,7 @@ extend class Actor
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if (domelee && MeleeDamage>0 && CheckMeleeRange ())
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{
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int damage = random[CustomMelee](1, 8) * MeleeDamage;
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if (MeleeSound) A_PlaySound (MeleeSound, CHAN_WEAPON);
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if (MeleeSound) A_StartSound (MeleeSound, CHAN_WEAPON);
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int newdam = targ.DamageMobj (self, self, damage, 'Melee');
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targ.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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@ -109,7 +109,7 @@ extend class Actor
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void A_BabyMetal()
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{
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A_PlaySound("baby/walk", CHAN_BODY, 1, false, ATTN_IDLE);
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A_StartSound("baby/walk", CHAN_BODY, CHANF_DEFAULT, 1, ATTN_IDLE);
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A_Chase();
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}
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}
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@ -103,7 +103,7 @@ extend class Actor
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void A_VileStart()
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{
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A_PlaySound ("vile/start", CHAN_VOICE);
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A_StartSound ("vile/start", CHAN_VOICE);
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}
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//
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@ -134,7 +134,7 @@ extend class Actor
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{
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A_FaceTarget();
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if (!CheckSight(targ, 0)) return;
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A_PlaySound(snd, CHAN_WEAPON);
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A_StartSound(snd, CHAN_WEAPON);
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int newdam = targ.DamageMobj (self, self, initialdmg, (flags & VAF_DMGTYPEAPPLYTODIRECT)? damagetype : 'none');
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targ.TraceBleed (newdam > 0 ? newdam : initialdmg, self);
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@ -155,7 +155,7 @@ extend class Actor
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void A_StartFire()
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{
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A_PlaySound ("vile/firestrt", CHAN_BODY);
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A_StartSound ("vile/firestrt", CHAN_BODY);
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A_Fire();
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}
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@ -176,7 +176,7 @@ extend class Actor
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void A_FireCrackle()
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{
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A_PlaySound ("vile/firecrkl", CHAN_BODY);
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A_StartSound ("vile/firecrkl", CHAN_BODY);
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A_Fire();
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}
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}
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@ -143,12 +143,12 @@ extend class Actor
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void A_BrainAwake()
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{
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A_PlaySound("brain/sight", CHAN_VOICE, 1, false, ATTN_NONE);
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A_StartSound("brain/sight", CHAN_VOICE, CHANF_DEFAULT, 1, ATTN_NONE);
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}
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void A_BrainPain()
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{
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A_PlaySound("brain/pain", CHAN_VOICE, 1, false, ATTN_NONE);
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A_StartSound("brain/pain", CHAN_VOICE, CHANF_DEFAULT, 1, ATTN_NONE);
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}
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private static void BrainishExplosion(vector3 pos)
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@ -174,7 +174,7 @@ extend class Actor
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// (1 / 512.) is actually what the original value of 128 did, even though it probably meant 128 map units.
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BrainishExplosion(Vec2OffsetZ(x, -320, (1 / 512.) + random[BrainExplode](0, 255) * 2));
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}
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A_PlaySound("brain/death", CHAN_VOICE, 1, false, ATTN_NONE);
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A_StartSound("brain/death", CHAN_VOICE, CHANF_DEFAULT, 1., ATTN_NONE);
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}
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void A_BrainExplode()
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@ -267,12 +267,12 @@ extend class Actor
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if (!isdefault)
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{
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A_PlaySound(self.AttackSound, CHAN_WEAPON, 1., false, ATTN_NONE);
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A_StartSound(self.AttackSound, CHAN_WEAPON, CHANF_DEFAULT, 1., ATTN_NONE);
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}
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else
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{
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// compatibility fallback
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A_PlaySound("brain/spit", CHAN_WEAPON, 1., false, ATTN_NONE);
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A_StartSound("brain/spit", CHAN_WEAPON, CHANF_DEFAULT, 1., ATTN_NONE);
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}
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}
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}
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@ -306,7 +306,7 @@ extend class Actor
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if (spawntype)
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{
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fog = Spawn (spawntype, targ.pos, ALLOW_REPLACE);
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if (fog) A_PlaySound(snd, CHAN_BODY);
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if (fog) A_StartSound(snd, CHAN_BODY);
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}
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class<Actor> SpawnName = null;
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@ -428,7 +428,7 @@ extend class Actor
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void A_SpawnSound()
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{
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// travelling cube sound
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A_PlaySound("brain/cube", CHAN_BODY);
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A_StartSound("brain/cube", CHAN_BODY);
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SpawnFly("SpawnFire", "brain/spawn");
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}
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}
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@ -157,7 +157,7 @@ extend class Actor
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if (CheckMeleeRange())
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{
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int damage = random[pr_bruisattack](1, 8) * 10;
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A_PlaySound ("baron/melee", CHAN_WEAPON);
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A_StartSound ("baron/melee", CHAN_WEAPON);
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int newdam = target.DamageMobj (self, self, damage, "Melee");
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targ.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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@ -106,7 +106,7 @@ extend class Actor
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if (CheckMeleeRange())
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{
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int damage = random[pr_headattack](1, 6) * 10;
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A_PlaySound (AttackSound, CHAN_WEAPON);
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A_StartSound (AttackSound, CHAN_WEAPON);
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int newdam = target.DamageMobj (self, self, damage, "Melee");
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targ.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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@ -83,7 +83,7 @@ extend class Actor
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void A_Hoof()
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{
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A_PlaySound("cyber/hoof", CHAN_BODY, 1, false, ATTN_IDLE);
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A_StartSound("cyber/hoof", CHAN_BODY, CHANF_DEFAULT, 1, ATTN_IDLE);
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A_Chase();
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}
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@ -111,7 +111,7 @@ extend class Actor
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if (CheckMeleeRange())
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{
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int damage = random[pr_troopattack](1, 8) * 3;
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A_PlaySound ("imp/melee", CHAN_WEAPON);
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A_StartSound ("imp/melee", CHAN_WEAPON);
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int newdam = targ.DamageMobj (self, self, damage, "Melee");
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targ.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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@ -108,7 +108,7 @@ extend class Actor
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void A_FatRaise()
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{
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A_FaceTarget();
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A_PlaySound("fatso/raiseguns", CHAN_WEAPON);
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A_StartSound("fatso/raiseguns", CHAN_WEAPON);
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}
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//
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@ -100,7 +100,7 @@ extend class Actor
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if (skullspeed <= 0) skullspeed = DEFSKULLSPEED;
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bSkullfly = true;
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A_PlaySound(AttackSound, CHAN_VOICE);
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A_StartSound(AttackSound, CHAN_VOICE);
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A_FaceTarget();
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VelFromAngle(skullspeed);
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Vel.Z = (target.pos.Z + target.Height/2 - pos.Z) / DistanceBySpeed(target, skullspeed);
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@ -110,7 +110,7 @@ extend class Actor
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{
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if (target == null || target.GetSpecies() == self.GetSpecies()) return;
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A_PlaySound(AttackSound, CHAN_WEAPON);
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A_StartSound(AttackSound, CHAN_WEAPON);
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A_FaceTarget();
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int damage = GetMissileDamage(7,1);
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@ -271,7 +271,7 @@ extend class Actor
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A_FaceTarget();
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double ang = angle;
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double slope = AimLineAttack(ang, MISSILERANGE);
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A_PlaySound("grunt/attack", CHAN_WEAPON);
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A_StartSound("grunt/attack", CHAN_WEAPON);
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ang += Random2[PosAttack]() * (22.5/256);
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int damage = Random[PosAttack](1, 5) * 3;
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LineAttack(ang, MISSILERANGE, slope, damage, "Hitscan", "Bulletpuff");
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@ -300,7 +300,7 @@ extend class Actor
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{
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if (target)
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{
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A_PlaySound(AttackSound, CHAN_WEAPON);
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A_StartSound(AttackSound, CHAN_WEAPON);
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A_SPosAttackInternal();
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}
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}
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@ -310,7 +310,7 @@ extend class Actor
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{
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if (target)
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{
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A_PlaySound("shotguy/attack", CHAN_WEAPON);
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A_StartSound("shotguy/attack", CHAN_WEAPON);
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A_SPosAttackInternal();
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}
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}
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@ -320,7 +320,7 @@ extend class Actor
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if (target)
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{
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if (bStealth) visdir = 1;
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A_PlaySound(AttackSound, CHAN_WEAPON);
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A_StartSound(AttackSound, CHAN_WEAPON);
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A_FaceTarget();
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double slope = AimLineAttack(angle, MISSILERANGE);
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double ang = angle + Random2[CPosAttack]() * (22.5/256);
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@ -150,7 +150,7 @@ extend class Actor
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{
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if (target == null) return;
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A_FaceTarget();
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A_PlaySound("skeleton/swing", CHAN_WEAPON);
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A_StartSound("skeleton/swing", CHAN_WEAPON);
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}
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void A_SkelFist()
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if (CheckMeleeRange ())
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{
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int damage = random[SkelFist](1, 10) * 6;
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A_PlaySound("skeleton/melee", CHAN_WEAPON);
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A_StartSound("skeleton/melee", CHAN_WEAPON);
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int newdam = targ.DamageMobj (self, self, damage, 'Melee');
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targ.TraceBleed (newdam > 0 ? newdam : damage, self);
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}
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@ -247,13 +247,13 @@ class ScriptedMarine : Actor
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switch (ticks)
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{
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case 14:
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A_PlaySound ("weapons/sshoto", CHAN_WEAPON);
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A_StartSound ("weapons/sshoto", CHAN_WEAPON);
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break;
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case 28:
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A_PlaySound ("weapons/sshotl", CHAN_WEAPON);
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A_StartSound ("weapons/sshotl", CHAN_WEAPON);
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break;
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case 41:
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A_PlaySound ("weapons/sshotc", CHAN_WEAPON);
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A_StartSound ("weapons/sshotc", CHAN_WEAPON);
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break;
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}
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}
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@ -329,7 +329,7 @@ class ScriptedMarine : Actor
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{
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if (CurrentWeapon == WEAPON_Chainsaw)
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{
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A_PlaySound ("weapons/sawidle", CHAN_WEAPON);
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A_StartSound ("weapons/sawidle", CHAN_WEAPON);
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}
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}
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@ -380,7 +380,7 @@ class ScriptedMarine : Actor
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// turn to face target
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if (t.linetarget)
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{
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A_PlaySound ("*fist", CHAN_WEAPON);
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A_StartSound ("*fist", CHAN_WEAPON);
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angle = t.angleFromSource;
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}
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}
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@ -415,7 +415,7 @@ class ScriptedMarine : Actor
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if (target == null)
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return;
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A_PlaySound ("weapons/pistol", CHAN_WEAPON);
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A_StartSound ("weapons/pistol", CHAN_WEAPON);
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A_FaceTarget ();
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GunShot2 (accurate, AimLineAttack (angle, MISSILERANGE), "BulletPuff");
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}
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if (target == null)
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return;
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A_PlaySound ("weapons/shotgf", CHAN_WEAPON);
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A_StartSound ("weapons/shotgf", CHAN_WEAPON);
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A_FaceTarget ();
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double pitch = AimLineAttack (angle, MISSILERANGE);
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for (int i = 0; i < 7; ++i)
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if (target == null)
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return;
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A_PlaySound ("weapons/sshotf", CHAN_WEAPON);
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A_StartSound ("weapons/sshotf", CHAN_WEAPON);
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A_FaceTarget ();
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double pitch = AimLineAttack (angle, MISSILERANGE);
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for (int i = 0; i < 20; ++i)
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if (target == null)
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return;
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A_PlaySound ("weapons/chngun", CHAN_WEAPON);
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A_StartSound ("weapons/chngun", CHAN_WEAPON);
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A_FaceTarget ();
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GunShot2 (accurate, AimLineAttack (angle, MISSILERANGE), "BulletPuff");
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}
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else
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{
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A_FaceTarget ();
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A_PlaySound ("weapons/bfgf", CHAN_WEAPON);
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A_StartSound ("weapons/bfgf", CHAN_WEAPON);
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// Don't interrupt the firing sequence
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PainChance = 0;
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}
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@ -670,10 +670,10 @@ extend class Actor
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if (!t.linetarget)
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{
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A_PlaySound (fullsound, 1, CHAN_WEAPON);
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A_StartSound (fullsound, 1, CHAN_WEAPON);
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return;
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}
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A_PlaySound (hitsound, CHAN_WEAPON);
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A_StartSound (hitsound, CHAN_WEAPON);
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// turn to face target
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ang = t.angleFromSource;
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@ -696,7 +696,7 @@ extend class Actor
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}
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else
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{
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A_PlaySound (fullsound, 1, CHAN_WEAPON);
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A_StartSound (fullsound, 1, CHAN_WEAPON);
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}
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}
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}
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@ -87,7 +87,7 @@ extend class Actor
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void A_Metal()
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{
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A_PlaySound("spider/walk", CHAN_BODY, 1, false, ATTN_IDLE);
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A_StartSound("spider/walk", CHAN_BODY, CHANF_DEFAULT, 1, ATTN_IDLE);
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A_Chase();
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}
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}
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@ -60,7 +60,7 @@ extend class StateProvider
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{
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action void A_BFGsound()
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{
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A_PlaySound("weapons/bfgf", CHAN_WEAPON);
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A_StartSound("weapons/bfgf", CHAN_WEAPON);
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}
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@ -63,7 +63,7 @@ extend class StateProvider
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if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
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return;
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A_PlaySound ("weapons/chngun", CHAN_WEAPON);
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A_StartSound ("weapons/chngun", CHAN_WEAPON);
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State flash = weap.FindState('Flash');
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if (flash != null)
|
||||
|
|
|
@ -88,7 +88,7 @@ extend class StateProvider
|
|||
{
|
||||
player.extralight = !player.extralight;
|
||||
}
|
||||
A_PlaySound (fullsound, CHAN_WEAPON);
|
||||
A_StartSound (fullsound, CHAN_WEAPON);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -138,7 +138,7 @@ extend class StateProvider
|
|||
}
|
||||
}
|
||||
|
||||
A_PlaySound (hitsound, CHAN_WEAPON);
|
||||
A_StartSound (hitsound, CHAN_WEAPON);
|
||||
|
||||
// turn to face target
|
||||
if (!(flags & SF_NOTURN))
|
||||
|
|
|
@ -72,7 +72,7 @@ extend class Actor
|
|||
// turn to face target
|
||||
if (t.linetarget)
|
||||
{
|
||||
A_PlaySound ("*fist", CHAN_WEAPON);
|
||||
A_StartSound ("*fist", CHAN_WEAPON);
|
||||
angle = t.angleFromSource;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -94,7 +94,7 @@ extend class StateProvider
|
|||
accurate = true;
|
||||
}
|
||||
|
||||
A_PlaySound ("weapons/pistol", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/pistol", CHAN_WEAPON);
|
||||
GunShot (accurate, "BulletPuff", BulletSlope ());
|
||||
}
|
||||
}
|
|
@ -62,7 +62,7 @@ extend class StateProvider
|
|||
return;
|
||||
}
|
||||
|
||||
A_PlaySound ("weapons/shotgf", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/shotgf", CHAN_WEAPON);
|
||||
Weapon weap = player.ReadyWeapon;
|
||||
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
||||
{
|
||||
|
|
|
@ -70,7 +70,7 @@ extend class StateProvider
|
|||
return;
|
||||
}
|
||||
|
||||
A_PlaySound ("weapons/sshotf", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/sshotf", CHAN_WEAPON);
|
||||
Weapon weap = player.ReadyWeapon;
|
||||
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
||||
{
|
||||
|
@ -101,17 +101,17 @@ extend class StateProvider
|
|||
|
||||
action void A_OpenShotgun2()
|
||||
{
|
||||
A_PlaySound("weapons/sshoto", CHAN_WEAPON);
|
||||
A_StartSound("weapons/sshoto", CHAN_WEAPON);
|
||||
}
|
||||
|
||||
action void A_LoadShotgun2()
|
||||
{
|
||||
A_PlaySound("weapons/sshotl", CHAN_WEAPON);
|
||||
A_StartSound("weapons/sshotl", CHAN_WEAPON);
|
||||
}
|
||||
|
||||
action void A_CloseShotgun2()
|
||||
{
|
||||
A_PlaySound("weapons/sshotc", CHAN_WEAPON);
|
||||
A_StartSound("weapons/sshotc", CHAN_WEAPON);
|
||||
A_Refire();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -83,7 +83,7 @@ class Beak : Weapon
|
|||
{
|
||||
angle = t.angleFromSource;
|
||||
}
|
||||
A_PlaySound ("chicken/peck", CHAN_VOICE);
|
||||
A_StartSound ("chicken/peck", CHAN_VOICE);
|
||||
player.chickenPeck = 12;
|
||||
player.GetPSprite(PSP_WEAPON).Tics -= random[BeakAtk](0,7);
|
||||
}
|
||||
|
@ -131,7 +131,7 @@ class BeakPowered : Beak
|
|||
{
|
||||
angle = t.angleFromSource;
|
||||
}
|
||||
A_PlaySound ("chicken/peck", CHAN_VOICE);
|
||||
A_StartSound ("chicken/peck", CHAN_VOICE);
|
||||
player.chickenPeck = 12;
|
||||
player.GetPSprite(PSP_WEAPON).Tics -= random[BeakAtk](0,3);
|
||||
}
|
||||
|
@ -225,7 +225,7 @@ class ChickenPlayer : PlayerPawn
|
|||
}
|
||||
if (random[ChickenPlayerThink]() < 48)
|
||||
{ // Just noise
|
||||
A_PlaySound ("chicken/active", CHAN_VOICE);
|
||||
A_StartSound ("chicken/active", CHAN_VOICE);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -67,10 +67,10 @@ class Sorcerer1 : Actor
|
|||
SRCR F 7 A_Scream;
|
||||
SRCR G 7;
|
||||
SRCR HIJK 6;
|
||||
SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SRCR L 25 A_StartSound("dsparil/zap", CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
SRCR MN 5;
|
||||
SRCR O 4;
|
||||
SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SRCR L 20 A_StartSound("dsparil/zap", CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
SRCR MN 5;
|
||||
SRCR O 4;
|
||||
SRCR L 12;
|
||||
|
@ -121,7 +121,7 @@ class Sorcerer1 : Actor
|
|||
{
|
||||
return;
|
||||
}
|
||||
A_PlaySound (AttackSound, CHAN_BODY);
|
||||
A_StartSound (AttackSound, CHAN_BODY);
|
||||
if (CheckMeleeRange ())
|
||||
{
|
||||
int damage = random[Srcr1Attack](1,8) * 8;
|
||||
|
@ -252,9 +252,9 @@ class Sorcerer2 : Actor
|
|||
Loop;
|
||||
Rise:
|
||||
SOR2 AB 4;
|
||||
SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SOR2 C 4 A_StartSound("dsparil/rise", CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
SOR2 DEF 4;
|
||||
SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SOR2 G 12 A_StartSound("dsparil/sight", CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
Goto See;
|
||||
Pain:
|
||||
SOR2 Q 3;
|
||||
|
@ -271,15 +271,15 @@ class Sorcerer2 : Actor
|
|||
Death:
|
||||
SDTH A 8 A_Sor2DthInit;
|
||||
SDTH B 8;
|
||||
SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SDTH C 8 A_StartSound("dsparil/scream", CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
DeathLoop:
|
||||
SDTH DE 7;
|
||||
SDTH F 7 A_Sor2DthLoop;
|
||||
SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SDTH G 6 A_StartSound("dsparil/explode", CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
SDTH H 6;
|
||||
SDTH I 18;
|
||||
SDTH J 6 A_NoBlocking;
|
||||
SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
SDTH K 6 A_StartSound("dsparil/bones", CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
SDTH LMN 6;
|
||||
SDTH O -1 A_BossDeath;
|
||||
Stop;
|
||||
|
@ -306,10 +306,10 @@ class Sorcerer2 : Actor
|
|||
if (mo)
|
||||
{
|
||||
mo.Translation = Translation;
|
||||
mo.A_PlaySound("misc/teleport", CHAN_BODY);
|
||||
mo.A_StartSound("misc/teleport", CHAN_BODY);
|
||||
}
|
||||
SetStateLabel ("Teleport");
|
||||
A_PlaySound ("misc/teleport", CHAN_BODY);
|
||||
A_StartSound ("misc/teleport", CHAN_BODY);
|
||||
SetZ(floorz);
|
||||
angle = spot.angle;
|
||||
vel = (0,0,0);
|
||||
|
@ -351,7 +351,7 @@ class Sorcerer2 : Actor
|
|||
{
|
||||
return;
|
||||
}
|
||||
A_PlaySound (AttackSound, CHAN_BODY, 1, false, ATTN_NONE);
|
||||
A_StartSound (AttackSound, CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
if (CheckMeleeRange())
|
||||
{
|
||||
int damage = random[Srcr2Atk](1, 8) * 20;
|
||||
|
|
|
@ -80,7 +80,7 @@ Class ArtiTomeOfPower : PowerupGiver
|
|||
}
|
||||
else
|
||||
{ // Succeeded
|
||||
Owner.A_PlaySound ("*evillaugh", CHAN_VOICE);
|
||||
Owner.A_StartSound ("*evillaugh", CHAN_VOICE);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -153,7 +153,7 @@ class PodGenerator : Actor
|
|||
}
|
||||
mo.SetStateLabel("Grow");
|
||||
mo.Thrust(4.5, random[MakePod]() * (360. / 256));
|
||||
A_PlaySound (AttackSound, CHAN_BODY);
|
||||
A_StartSound (AttackSound, CHAN_BODY);
|
||||
special1++; // Increment generated pod count
|
||||
mo.master = self; // Link the generator to the pod
|
||||
}
|
||||
|
@ -304,7 +304,7 @@ class Volcano : Actor
|
|||
blast.Angle = random[VolcanoBlast]() * (360 / 256.);
|
||||
blast.VelFromAngle(1.);
|
||||
blast.Vel.Z = 2.5 + random[VolcanoBlast]() / 64.;
|
||||
blast.A_PlaySound ("world/volcano/shoot", CHAN_BODY);
|
||||
blast.A_StartSound ("world/volcano/shoot", CHAN_BODY);
|
||||
blast.CheckMissileSpawn (radius);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -68,13 +68,13 @@ class HereticPlayer : PlayerPawn
|
|||
PLAY Y -1;
|
||||
Stop;
|
||||
Burn:
|
||||
FDTH A 5 BRIGHT A_PlaySound("*burndeath");
|
||||
FDTH A 5 BRIGHT A_StartSound("*burndeath");
|
||||
FDTH B 4 BRIGHT;
|
||||
FDTH C 5 BRIGHT;
|
||||
FDTH D 4 BRIGHT A_PlayerScream;
|
||||
FDTH E 5 BRIGHT;
|
||||
FDTH F 4 BRIGHT;
|
||||
FDTH G 5 BRIGHT A_PlaySound("*burndeath");
|
||||
FDTH G 5 BRIGHT A_StartSound("*burndeath");
|
||||
FDTH H 4 BRIGHT;
|
||||
FDTH I 5 BRIGHT;
|
||||
FDTH J 4 BRIGHT;
|
||||
|
|
|
@ -89,7 +89,7 @@ class Ironlich : Actor
|
|||
if (randAttack < atkResolve1[dist])
|
||||
{ // Ice ball
|
||||
SpawnMissile (targ, "HeadFX1");
|
||||
A_PlaySound ("ironlich/attack2", CHAN_BODY);
|
||||
A_StartSound ("ironlich/attack2", CHAN_BODY);
|
||||
}
|
||||
else if (randAttack < atkResolve2[dist])
|
||||
{ // Fire column
|
||||
|
@ -102,7 +102,7 @@ class Ironlich : Actor
|
|||
Actor fire = Spawn("HeadFX3", baseFire.Pos, ALLOW_REPLACE);
|
||||
if (i == 0)
|
||||
{
|
||||
A_PlaySound ("ironlich/attack1", CHAN_BODY);
|
||||
A_StartSound ("ironlich/attack1", CHAN_BODY);
|
||||
}
|
||||
if (fire != null)
|
||||
{
|
||||
|
@ -124,7 +124,7 @@ class Ironlich : Actor
|
|||
mo.AddZ(-32);
|
||||
mo.tracer = targ;
|
||||
mo.health = 20*TICRATE; // Duration
|
||||
A_PlaySound ("ironlich/attack3", CHAN_BODY);
|
||||
A_StartSound ("ironlich/attack3", CHAN_BODY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -346,7 +346,7 @@ class Whirlwind : Actor
|
|||
if ((threshold -= 3) < 0)
|
||||
{
|
||||
threshold = random[WhirlwindSeek](58, 89);
|
||||
A_PlaySound("ironlich/attack3", CHAN_BODY);
|
||||
A_StartSound("ironlich/attack3", CHAN_BODY);
|
||||
}
|
||||
if (tracer && tracer.bShadow)
|
||||
{
|
||||
|
|
|
@ -70,11 +70,11 @@ class Knight : Actor
|
|||
int damage = random[KnightAttack](1, 8) * 3;
|
||||
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
|
||||
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
|
||||
A_PlaySound ("hknight/melee", CHAN_BODY);
|
||||
A_StartSound ("hknight/melee", CHAN_BODY);
|
||||
return;
|
||||
}
|
||||
// Throw axe
|
||||
A_PlaySound (AttackSound, CHAN_BODY);
|
||||
A_StartSound (AttackSound, CHAN_BODY);
|
||||
if (self.bShadow || random[KnightAttack]() < 40)
|
||||
{ // Red axe
|
||||
SpawnMissileZ (pos.Z + 36, targ, "RedAxe");
|
||||
|
@ -123,7 +123,7 @@ class KnightAxe : Actor
|
|||
States
|
||||
{
|
||||
Spawn:
|
||||
SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh");
|
||||
SPAX A 3 BRIGHT A_StartSound("hknight/axewhoosh");
|
||||
SPAX BC 3 BRIGHT;
|
||||
Loop;
|
||||
Death:
|
||||
|
|
|
@ -142,7 +142,7 @@ class MummyFX1 : Actor
|
|||
States
|
||||
{
|
||||
Spawn:
|
||||
FX15 A 5 Bright A_PlaySound("mummy/head");
|
||||
FX15 A 5 Bright A_StartSound("mummy/head");
|
||||
FX15 B 5 Bright A_SeekerMissile(10,20);
|
||||
FX15 C 5 Bright;
|
||||
FX15 B 5 Bright A_SeekerMissile(10,20);
|
||||
|
|
|
@ -67,7 +67,7 @@ class Blaster : HereticWeapon
|
|||
ang += Random2[FireBlaster]() * (5.625 / 256);
|
||||
}
|
||||
LineAttack (ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "BlasterPuff");
|
||||
A_PlaySound ("weapons/blastershoot", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/blastershoot", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -32,7 +32,7 @@ class Gauntlets : Weapon
|
|||
GAUN A 1 A_Raise;
|
||||
Loop;
|
||||
Fire:
|
||||
GAUN B 4 A_PlaySound("weapons/gauntletsuse", CHAN_WEAPON);
|
||||
GAUN B 4 A_StartSound("weapons/gauntletsuse", CHAN_WEAPON);
|
||||
GAUN C 4;
|
||||
Hold:
|
||||
GAUN DEF 4 BRIGHT A_GauntletAttack(0);
|
||||
|
@ -93,7 +93,7 @@ class Gauntlets : Weapon
|
|||
{
|
||||
player.extralight = !player.extralight;
|
||||
}
|
||||
A_PlaySound ("weapons/gauntletson", CHAN_AUTO);
|
||||
A_StartSound ("weapons/gauntletson", CHAN_AUTO);
|
||||
return;
|
||||
}
|
||||
int randVal = random[GauntletAtk]();
|
||||
|
@ -112,11 +112,11 @@ class Gauntlets : Weapon
|
|||
if (power)
|
||||
{
|
||||
if (!t.linetarget.bDontDrain) GiveBody (actualdamage >> 1);
|
||||
A_PlaySound ("weapons/gauntletspowhit", CHAN_AUTO);
|
||||
A_StartSound ("weapons/gauntletspowhit", CHAN_AUTO);
|
||||
}
|
||||
else
|
||||
{
|
||||
A_PlaySound ("weapons/gauntletshit", CHAN_AUTO);
|
||||
A_StartSound ("weapons/gauntletshit", CHAN_AUTO);
|
||||
}
|
||||
// turn to face target
|
||||
ang = t.angleFromSource;
|
||||
|
@ -163,7 +163,7 @@ class GauntletsPowered : Gauntlets
|
|||
GAUN G 1 A_Raise;
|
||||
Loop;
|
||||
Fire:
|
||||
GAUN J 4 A_PlaySound("weapons/gauntletsuse", CHAN_WEAPON);
|
||||
GAUN J 4 A_StartSound("weapons/gauntletsuse", CHAN_WEAPON);
|
||||
GAUN K 4;
|
||||
Hold:
|
||||
GAUN LMN 4 BRIGHT A_GauntletAttack(1);
|
||||
|
|
|
@ -68,7 +68,7 @@ class Mace : HereticWeapon
|
|||
ball.AddZ(ball.Vel.Z);
|
||||
ball.VelFromAngle();
|
||||
ball.Vel += Vel.xy / 2;
|
||||
ball.A_PlaySound ("weapons/maceshoot", CHAN_BODY);
|
||||
ball.A_StartSound ("weapons/maceshoot", CHAN_BODY);
|
||||
ball.CheckMissileSpawn (radius);
|
||||
}
|
||||
}
|
||||
|
@ -138,7 +138,7 @@ class MacePowered : Mace
|
|||
mo.tracer = t.linetarget;
|
||||
}
|
||||
}
|
||||
A_PlaySound ("weapons/maceshoot", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/maceshoot", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -206,14 +206,14 @@ class MaceFX1 : Actor
|
|||
Vel.Z *= 0.75;
|
||||
bBounceOnFloors = bBounceOnCeilings = false;
|
||||
SetState (SpawnState);
|
||||
A_PlaySound ("weapons/macebounce", CHAN_BODY);
|
||||
A_StartSound ("weapons/macebounce", CHAN_BODY);
|
||||
}
|
||||
else
|
||||
{ // Explode
|
||||
Vel = (0,0,0);
|
||||
bNoGravity = true;
|
||||
Gravity = 1;
|
||||
A_PlaySound ("weapons/macehit", CHAN_BODY);
|
||||
A_StartSound ("weapons/macehit", CHAN_BODY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -445,14 +445,14 @@ class MaceFX4 : Actor
|
|||
VelFromAngle();
|
||||
}
|
||||
SetState (SpawnState);
|
||||
A_PlaySound ("weapons/macestop", CHAN_BODY);
|
||||
A_StartSound ("weapons/macestop", CHAN_BODY);
|
||||
return;
|
||||
}
|
||||
}
|
||||
Vel = (0,0,0);
|
||||
bNoGravity = true;
|
||||
Gravity = 1;
|
||||
A_PlaySound ("weapons/maceexplode", CHAN_BODY);
|
||||
A_StartSound ("weapons/maceexplode", CHAN_BODY);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -161,7 +161,7 @@ class PhoenixRodPowered : PhoenixRod
|
|||
}
|
||||
if (!player.refire)
|
||||
{
|
||||
A_PlaySound("weapons/phoenixpowshoot", CHAN_WEAPON, 1, true);
|
||||
A_StartSound("weapons/phoenixpowshoot", CHAN_WEAPON, CHANF_LOOPING);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -124,7 +124,7 @@ class SkullRodPowered : SkullRod
|
|||
{
|
||||
MissileActor.tracer = t.linetarget;
|
||||
}
|
||||
MissileActor.A_PlaySound ("weapons/hornrodpowshoot", CHAN_WEAPON);
|
||||
MissileActor.A_StartSound ("weapons/hornrodpowshoot", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -346,7 +346,7 @@ class HornRodFX2 : Actor
|
|||
mo.Vel.X = MinVel; // Force collision detection
|
||||
mo.Vel.Z = -mo.Speed;
|
||||
mo.CheckMissileSpawn (radius);
|
||||
if (ActiveSound > 0) A_PlaySound(ActiveSound, CHAN_BODY, 1, true);
|
||||
if (ActiveSound > 0) A_StartSound(ActiveSound, CHAN_BODY, CHANF_LOOPING);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -66,7 +66,7 @@ class GoldWand : HereticWeapon
|
|||
ang += Random2[FireGoldWand]() * (5.625 / 256);
|
||||
}
|
||||
LineAttack(ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "GoldWandPuff1");
|
||||
A_PlaySound("weapons/wandhit", CHAN_WEAPON);
|
||||
A_StartSound("weapons/wandhit", CHAN_WEAPON);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -123,7 +123,7 @@ class GoldWandPowered : GoldWand
|
|||
LineAttack (ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', "GoldWandPuff2");
|
||||
ang += ((45. / 8) * 2) / 4;
|
||||
}
|
||||
A_PlaySound("weapons/wandhit", CHAN_WEAPON);
|
||||
A_StartSound("weapons/wandhit", CHAN_WEAPON);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -115,7 +115,7 @@ class Wizard : Actor
|
|||
A_GhostOff();
|
||||
let targ = target;
|
||||
if (!targ) return;
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
A_StartSound (AttackSound, CHAN_WEAPON);
|
||||
if (CheckMeleeRange())
|
||||
{
|
||||
int damage = random[WizAtk3](1, 8) * 4;
|
||||
|
|
|
@ -111,7 +111,7 @@ class Bat : Actor
|
|||
|
||||
if (random[BatMove]() < 15)
|
||||
{
|
||||
A_PlaySound ("BatScream", CHAN_VOICE, 1, false, ATTN_IDLE);
|
||||
A_StartSound ("BatScream", CHAN_VOICE, CHANF_DEFAULT, 1, ATTN_IDLE);
|
||||
}
|
||||
|
||||
// Handle Z movement
|
||||
|
|
|
@ -88,7 +88,7 @@ class Bishop : Actor
|
|||
{
|
||||
return;
|
||||
}
|
||||
A_PlaySound (AttackSound, CHAN_BODY);
|
||||
A_StartSound (AttackSound, CHAN_BODY);
|
||||
if (CheckMeleeRange())
|
||||
{
|
||||
int damage = random[BishopAttack](1, 8) * 4;
|
||||
|
@ -158,7 +158,7 @@ class Bishop : Actor
|
|||
{ // Thrust forward
|
||||
Thrust(11);
|
||||
}
|
||||
A_PlaySound ("BishopBlur", CHAN_BODY);
|
||||
A_StartSound ("BishopBlur", CHAN_BODY);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -113,7 +113,7 @@ extend class Actor
|
|||
}
|
||||
}
|
||||
|
||||
A_PlaySound (blastsound, CHAN_AUTO);
|
||||
A_StartSound (blastsound, CHAN_AUTO);
|
||||
|
||||
if (!(blastflags & BF_DONTWARN))
|
||||
{
|
||||
|
|
|
@ -58,7 +58,7 @@ class ClericBoss : Actor
|
|||
CLER \ 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
Burn:
|
||||
CLER C 5 Bright A_PlaySound("PlayerClericBurnDeath");
|
||||
CLER C 5 Bright A_StartSound("PlayerClericBurnDeath");
|
||||
FDTH D 4 Bright ;
|
||||
FDTH G 5 Bright ;
|
||||
FDTH H 4 Bright A_Scream;
|
||||
|
@ -91,6 +91,6 @@ class ClericBoss : Actor
|
|||
|
||||
Actor missile = SpawnMissileZ (pos.z + 40., target, "HolyMissile");
|
||||
if (missile != null) missile.tracer = null; // No initial target
|
||||
A_PlaySound ("HolySymbolFire", CHAN_WEAPON);
|
||||
A_StartSound ("HolySymbolFire", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -62,7 +62,7 @@ class CWeapFlame : ClericWeapon
|
|||
return;
|
||||
}
|
||||
SpawnPlayerMissile ("CFlameMissile");
|
||||
A_PlaySound ("ClericFlameFire", CHAN_WEAPON);
|
||||
A_StartSound ("ClericFlameFire", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -278,7 +278,7 @@ class CFlameMissile : FastProjectile
|
|||
bInvisible = false;
|
||||
bMissile = false;
|
||||
Vel = (0,0,0);
|
||||
A_PlaySound ("ClericFlameExplode", CHAN_BODY);
|
||||
A_StartSound ("ClericFlameExplode", CHAN_BODY);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -290,7 +290,7 @@ class CFlameMissile : FastProjectile
|
|||
void A_CFlameMissile()
|
||||
{
|
||||
bInvisible = false;
|
||||
A_PlaySound ("ClericFlameExplode", CHAN_BODY);
|
||||
A_StartSound ("ClericFlameExplode", CHAN_BODY);
|
||||
if (BlockingMobj && BlockingMobj.bShootable)
|
||||
{ // Hit something, so spawn the flame circle around the thing
|
||||
double dist = BlockingMobj.radius + 18;
|
||||
|
|
|
@ -169,7 +169,7 @@ class CWeapWraithverge : ClericWeapon
|
|||
}
|
||||
|
||||
invoker.CHolyCount = 3;
|
||||
A_PlaySound ("HolySymbolFire", CHAN_WEAPON);
|
||||
A_StartSound ("HolySymbolFire", CHAN_WEAPON);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -373,7 +373,7 @@ class HolySpirit : Actor
|
|||
if (random[SpiritSlam]() < 128)
|
||||
{
|
||||
Spawn("HolyPuff", Pos, ALLOW_REPLACE);
|
||||
A_PlaySound("SpiritAttack", CHAN_WEAPON);
|
||||
A_StartSound("SpiritAttack", CHAN_WEAPON);
|
||||
if (thing.bIsMonster && random[SpiritSlam]() < 128)
|
||||
{
|
||||
thing.Howl();
|
||||
|
@ -525,7 +525,7 @@ class HolySpirit : Actor
|
|||
A_CHolySeek();
|
||||
if (random[HolyScream]() < 20)
|
||||
{
|
||||
A_PlaySound ("SpiritActive", CHAN_VOICE);
|
||||
A_StartSound ("SpiritActive", CHAN_VOICE);
|
||||
}
|
||||
if (!tracer)
|
||||
{
|
||||
|
|
|
@ -79,7 +79,7 @@ class ClericPlayer : PlayerPawn
|
|||
CLER \ 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
Burn:
|
||||
FDTH C 5 BRIGHT A_PlaySound("*burndeath");
|
||||
FDTH C 5 BRIGHT A_StartSound("*burndeath");
|
||||
FDTH D 4 BRIGHT;
|
||||
FDTH G 5 BRIGHT;
|
||||
FDTH H 4 BRIGHT A_PlayerScream;
|
||||
|
|
|
@ -136,7 +136,7 @@ class CWeapStaff : ClericWeapon
|
|||
{
|
||||
mo.WeaveIndexXY = 0;
|
||||
}
|
||||
A_PlaySound ("ClericCStaffFire", CHAN_WEAPON);
|
||||
A_StartSound ("ClericCStaffFire", CHAN_WEAPON);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -112,12 +112,12 @@ class Dragon : Actor
|
|||
int damage = random[DragonSeek](1, 8) * 10;
|
||||
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
|
||||
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
A_StartSound (AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
else if (random[DragonSeek]() < 128 && CheckMissileRange())
|
||||
{
|
||||
SpawnMissile(targ, "DragonFireball");
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
A_StartSound (AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
target = oldTarget;
|
||||
}
|
||||
|
@ -225,12 +225,12 @@ class Dragon : Actor
|
|||
int damage = random[DragonFlight](1, 8) * 8;
|
||||
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
|
||||
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
A_StartSound (AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
else if (ang <= 20)
|
||||
{
|
||||
SetState (MissileState);
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
A_StartSound (AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -250,7 +250,7 @@ class Dragon : Actor
|
|||
A_DragonFlight();
|
||||
if (random[DragonFlight]() < 240)
|
||||
{
|
||||
A_PlaySound ("DragonWingflap", CHAN_BODY);
|
||||
A_StartSound ("DragonWingflap", CHAN_BODY);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -59,7 +59,7 @@ class FighterBoss : Actor
|
|||
PLAY X 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
Burn:
|
||||
FDTH A 5 Bright A_PlaySound("PlayerFighterBurnDeath");
|
||||
FDTH A 5 Bright A_StartSound("PlayerFighterBurnDeath");
|
||||
FDTH B 4 Bright;
|
||||
FDTH G 5 Bright;
|
||||
FDTH H 4 Bright A_Scream;
|
||||
|
@ -95,6 +95,6 @@ class FighterBoss : Actor
|
|||
SpawnMissileAngle("FSwordMissile", Angle, 0);
|
||||
SpawnMissileAngle("FSwordMissile", Angle - (45. / 8), 0);
|
||||
SpawnMissileAngle("FSwordMissile", Angle - (45. / 4), 0);
|
||||
A_PlaySound ("FighterSwordFire", CHAN_WEAPON);
|
||||
A_StartSound ("FighterSwordFire", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -109,7 +109,7 @@ class FWeapFist : FighterWeapon
|
|||
{
|
||||
weaponspecial = 0;
|
||||
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState("Fire2"));
|
||||
A_PlaySound ("*fistgrunt", CHAN_VOICE);
|
||||
A_StartSound ("*fistgrunt", CHAN_VOICE);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -152,7 +152,7 @@ class HammerMissile : Actor
|
|||
{
|
||||
Spawn:
|
||||
FHFX A 2 Bright;
|
||||
FHFX B 2 Bright A_PlaySound ("FighterHammerContinuous");
|
||||
FHFX B 2 Bright A_StartSound ("FighterHammerContinuous");
|
||||
FHFX CDEFGH 2 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
|
|
|
@ -78,7 +78,7 @@ class FighterPlayer : PlayerPawn
|
|||
PLAY X 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
Burn:
|
||||
FDTH A 5 BRIGHT A_PlaySound("*burndeath");
|
||||
FDTH A 5 BRIGHT A_StartSound("*burndeath");
|
||||
FDTH B 4 BRIGHT;
|
||||
FDTH G 5 BRIGHT;
|
||||
FDTH H 4 BRIGHT A_PlayerScream;
|
||||
|
|
|
@ -150,7 +150,7 @@ class FWeapQuietus : FighterWeapon
|
|||
SpawnPlayerMissile ("FSwordMissile", Angle ,0, 0, 0);
|
||||
SpawnPlayerMissile ("FSwordMissile", Angle - (45./8),0, 0, 5);
|
||||
SpawnPlayerMissile ("FSwordMissile", Angle - (45./4),0, 0, 10);
|
||||
A_PlaySound ("FighterSwordFire", CHAN_WEAPON);
|
||||
A_StartSound ("FighterSwordFire", CHAN_WEAPON);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -154,7 +154,7 @@ class FireDemon : Actor
|
|||
{
|
||||
if (target == null) return;
|
||||
Actor mo = SpawnMissile (target, "FireDemonMissile");
|
||||
if (mo) A_PlaySound ("FireDemonAttack", CHAN_BODY);
|
||||
if (mo) A_StartSound ("FireDemonAttack", CHAN_BODY);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -72,7 +72,7 @@ class FlameSmall : SwitchableDecoration
|
|||
States
|
||||
{
|
||||
Active:
|
||||
FFSM A 0 Bright A_PlaySound("Ignite");
|
||||
FFSM A 0 Bright A_StartSound("Ignite");
|
||||
Spawn:
|
||||
FFSM A 3 Bright;
|
||||
FFSM A 3 Bright A_UnHideThing;
|
||||
|
@ -106,7 +106,7 @@ class FlameLarge : SwitchableDecoration
|
|||
States
|
||||
{
|
||||
Active:
|
||||
FFLG A 0 Bright A_PlaySound("Ignite");
|
||||
FFLG A 0 Bright A_StartSound("Ignite");
|
||||
Spawn:
|
||||
FFLG A 2 Bright;
|
||||
FFLG A 2 Bright A_UnHideThing;
|
||||
|
|
|
@ -510,7 +510,7 @@ class PoisonCloud : Actor
|
|||
|
||||
// If successful, play the poison sound.
|
||||
if (victim.player.PoisonPlayer (self, self.target, 50))
|
||||
victim.A_PlaySound ("*poison", CHAN_VOICE);
|
||||
victim.A_StartSound ("*poison", CHAN_VOICE);
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
|
|
|
@ -124,7 +124,7 @@ class LittleFly : Actor
|
|||
Vel.Z = zrand / 512.;
|
||||
if (random[Fly]() < 40)
|
||||
{
|
||||
A_PlaySound(ActiveSound, CHAN_VOICE, 0.5f, false, ATTN_STATIC);
|
||||
A_StartSound(ActiveSound, CHAN_VOICE, CHANF_DEFAULT, 0.5f, ATTN_STATIC);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -84,7 +84,7 @@ class ArtiHealingRadius : Inventory
|
|||
}
|
||||
if (gotsome)
|
||||
{
|
||||
mo.A_PlaySound ("MysticIncant", CHAN_AUTO);
|
||||
mo.A_StartSound ("MysticIncant", CHAN_AUTO);
|
||||
effective=true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -310,7 +310,7 @@ class SorcBall : Actor
|
|||
|
||||
virtual void CastSorcererSpell ()
|
||||
{
|
||||
target.A_PlaySound ("SorcererSpellCast", CHAN_VOICE);
|
||||
target.A_StartSound ("SorcererSpellCast", CHAN_VOICE);
|
||||
|
||||
// Put sorcerer into throw spell animation
|
||||
if (target.health > 0)
|
||||
|
@ -416,7 +416,7 @@ class SorcBall : Actor
|
|||
{
|
||||
parent.args[1]++; // Bump rotation counter
|
||||
// Completed full rotation - make woosh sound
|
||||
A_PlaySound ("SorcererBallWoosh", CHAN_BODY);
|
||||
A_StartSound ("SorcererBallWoosh", CHAN_BODY);
|
||||
}
|
||||
OldAngle = curangle; // Set previous angle
|
||||
|
||||
|
@ -525,7 +525,7 @@ class SorcBall : Actor
|
|||
|
||||
void A_SorcBallPop()
|
||||
{
|
||||
A_PlaySound ("SorcererBallPop", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
A_StartSound ("SorcererBallPop", CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
bNoGravity = false;
|
||||
Gravity = 1. / 8;
|
||||
|
||||
|
@ -549,7 +549,7 @@ class SorcBall : Actor
|
|||
if (args[3]-- <= 0)
|
||||
{
|
||||
SetStateLabel("Death");
|
||||
A_PlaySound ("SorcererBigBallExplode", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
A_StartSound ("SorcererBigBallExplode", CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -644,7 +644,7 @@ class SorcBall1 : SorcBall
|
|||
{
|
||||
if (random[Heresiarch]() < 200)
|
||||
{
|
||||
target.A_PlaySound ("SorcererSpellCast", CHAN_VOICE, 1, false, ATTN_NONE);
|
||||
target.A_StartSound ("SorcererSpellCast", CHAN_VOICE, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
special2 = Heresiarch.SORCFX4_RAPIDFIRE_TIME;
|
||||
args[4] = 128;
|
||||
target.args[3] = Heresiarch.SORC_FIRING_SPELL;
|
||||
|
@ -819,7 +819,7 @@ class SorcFX1 : Actor
|
|||
if (args[3]-- <= 0)
|
||||
{
|
||||
SetStateLabel("Death");
|
||||
A_PlaySound ("SorcererHeadScream", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
A_StartSound ("SorcererHeadScream", CHAN_BODY, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1016,7 +1016,7 @@ class SorcFX3 : Actor
|
|||
void A_SorcererBishopEntry()
|
||||
{
|
||||
Spawn("SorcFX3Explosion", Pos, ALLOW_REPLACE);
|
||||
A_PlaySound (SeeSound, CHAN_VOICE);
|
||||
A_StartSound (SeeSound, CHAN_VOICE);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -128,7 +128,7 @@ class Pottery1 : Actor
|
|||
mo.Vel.Z = random[Pottery](5, 12) * 0.75;
|
||||
}
|
||||
}
|
||||
mo.A_PlaySound ("PotteryExplode", CHAN_BODY);
|
||||
mo.A_StartSound ("PotteryExplode", CHAN_BODY);
|
||||
// Spawn an item?
|
||||
Class<Actor> type = GetSpawnableType(args[0]);
|
||||
if (type != null)
|
||||
|
@ -415,7 +415,7 @@ class ZCorpseSitting : Actor
|
|||
mo.Vel.Y = random2[CorpseExplode]() / 64.;
|
||||
mo.Vel.Z = random[CorpseExplode](5, 12) * 0.75;
|
||||
}
|
||||
A_PlaySound (DeathSound, CHAN_BODY);
|
||||
A_StartSound (DeathSound, CHAN_BODY);
|
||||
Destroy ();
|
||||
}
|
||||
}
|
||||
|
@ -581,7 +581,7 @@ class ZTwinedTorch : SwitchableDecoration
|
|||
States
|
||||
{
|
||||
Active:
|
||||
TWTR A 0 Bright A_PlaySound("Ignite");
|
||||
TWTR A 0 Bright A_StartSound("Ignite");
|
||||
Spawn:
|
||||
TWTR ABCDEFGH 4 Bright;
|
||||
Loop;
|
||||
|
@ -615,7 +615,7 @@ class ZWallTorch : SwitchableDecoration
|
|||
States
|
||||
{
|
||||
Active:
|
||||
WLTR A 0 Bright A_PlaySound("Ignite");
|
||||
WLTR A 0 Bright A_StartSound("Ignite");
|
||||
Spawn:
|
||||
WLTR ABCDEFGH 5 Bright;
|
||||
Loop;
|
||||
|
@ -703,7 +703,7 @@ class ZFireBull : SwitchableDecoration
|
|||
States
|
||||
{
|
||||
Active:
|
||||
FBUL I 4 Bright A_PlaySound("Ignite");
|
||||
FBUL I 4 Bright A_StartSound("Ignite");
|
||||
FBUL J 4 Bright;
|
||||
Spawn:
|
||||
FBUL ABCDEFG 4 Bright;
|
||||
|
@ -781,7 +781,7 @@ class ZSuitOfArmor : Actor
|
|||
Spawn (type, Pos, ALLOW_REPLACE);
|
||||
}
|
||||
}
|
||||
A_PlaySound (DeathSound, CHAN_BODY);
|
||||
A_StartSound (DeathSound, CHAN_BODY);
|
||||
Destroy ();
|
||||
}
|
||||
}
|
||||
|
@ -962,7 +962,7 @@ class ZCauldron : SwitchableDecoration
|
|||
States
|
||||
{
|
||||
Active:
|
||||
CDRN B 0 Bright A_PlaySound("Ignite");
|
||||
CDRN B 0 Bright A_StartSound("Ignite");
|
||||
Spawn:
|
||||
CDRN BCDEFGH 4 Bright;
|
||||
Loop;
|
||||
|
|
|
@ -108,7 +108,7 @@ class IceGuy : Actor
|
|||
}
|
||||
SpawnMissileXYZ(Vec3Angle(radius / 2, angle + 90, 40.), target, "IceGuyFX");
|
||||
SpawnMissileXYZ(Vec3Angle(radius / 2, angle - 90, 40.), target, "IceGuyFX");
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
A_StartSound (AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -114,7 +114,7 @@ class Korax : Actor
|
|||
|
||||
void A_KoraxStep()
|
||||
{
|
||||
A_PlaySound("KoraxStep");
|
||||
A_StartSound("KoraxStep");
|
||||
A_Chase();
|
||||
}
|
||||
|
||||
|
@ -150,7 +150,7 @@ class Korax : Actor
|
|||
}
|
||||
else if (random[KoraxChase]() < 30)
|
||||
{
|
||||
A_PlaySound("KoraxActive", CHAN_VOICE, 1, false, ATTN_NONE);
|
||||
A_StartSound("KoraxActive", CHAN_VOICE, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
}
|
||||
|
||||
// Teleport away
|
||||
|
@ -260,10 +260,10 @@ class Korax : Actor
|
|||
};
|
||||
int type = random[KoraxMissile](0, 5);
|
||||
|
||||
A_PlaySound("KoraxAttack", CHAN_VOICE);
|
||||
A_StartSound("KoraxAttack", CHAN_VOICE);
|
||||
|
||||
// Fire all 6 missiles at once
|
||||
A_PlaySound(sounds[type], CHAN_WEAPON, 1, false, ATTN_NONE);
|
||||
A_StartSound(sounds[type], CHAN_WEAPON, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
class<Actor> info = choices[type];
|
||||
for (int i = 0; i < 6; ++i)
|
||||
{
|
||||
|
@ -354,7 +354,7 @@ class Korax : Actor
|
|||
{
|
||||
int numcommands;
|
||||
|
||||
A_PlaySound("KoraxCommand", CHAN_VOICE);
|
||||
A_StartSound("KoraxCommand", CHAN_VOICE);
|
||||
|
||||
// Shoot stream of lightning to ceiling
|
||||
double ang = angle - 90;
|
||||
|
@ -462,7 +462,7 @@ class KoraxSpirit : Actor
|
|||
{
|
||||
if (health-- <= 0)
|
||||
{
|
||||
A_PlaySound("SpiritDie", CHAN_VOICE);
|
||||
A_StartSound("SpiritDie", CHAN_VOICE);
|
||||
SetStateLabel ("Death");
|
||||
}
|
||||
else
|
||||
|
@ -477,7 +477,7 @@ class KoraxSpirit : Actor
|
|||
|
||||
if (random[KoraxRoam]() < 50)
|
||||
{
|
||||
A_PlaySound("SpiritActive", CHAN_VOICE, 1, false, ATTN_NONE);
|
||||
A_StartSound("SpiritActive", CHAN_VOICE, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -62,7 +62,7 @@ class MageBoss : Actor
|
|||
MAGE Y 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
Burn:
|
||||
FDTH E 5 Bright A_PlaySound("PlayerMageBurnDeath");
|
||||
FDTH E 5 Bright A_StartSound("PlayerMageBurnDeath");
|
||||
FDTH F 4 Bright;
|
||||
FDTH G 5 Bright;
|
||||
FDTH H 4 Bright A_Scream;
|
||||
|
@ -114,7 +114,7 @@ class MageBoss : Actor
|
|||
MStaffSpawn2(angle);
|
||||
MStaffSpawn2(angle - 5);
|
||||
MStaffSpawn2(angle + 5);
|
||||
A_PlaySound("MageStaffFire", CHAN_WEAPON);
|
||||
A_StartSound("MageStaffFire", CHAN_WEAPON);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -66,7 +66,7 @@ class MWeapFrost : MageWeapon
|
|||
if (!weapon.DepleteAmmo (weapon.bAltFire))
|
||||
return;
|
||||
}
|
||||
A_PlaySound ("MageShardsFire", CHAN_WEAPON);
|
||||
A_StartSound ("MageShardsFire", CHAN_WEAPON);
|
||||
|
||||
int damage = random[MageCone](90, 105);
|
||||
for (int i = 0; i < 16; i++)
|
||||
|
|
|
@ -59,7 +59,7 @@ class MWeapLightning : MageWeapon
|
|||
A_WeaponReady();
|
||||
if (random[LightningReady]() < 160)
|
||||
{
|
||||
A_PlaySound ("MageLightningReady", CHAN_WEAPON);
|
||||
A_StartSound ("MageLightningReady", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -85,7 +85,7 @@ class MWeapLightning : MageWeapon
|
|||
cmo.lastenemy = fmo;
|
||||
cmo.A_LightningZap();
|
||||
}
|
||||
A_PlaySound ("MageLightningFire", CHAN_BODY);
|
||||
A_StartSound ("MageLightningFire", CHAN_BODY);
|
||||
|
||||
if (player != NULL)
|
||||
{
|
||||
|
@ -289,7 +289,7 @@ class LightningCeiling : Lightning
|
|||
}
|
||||
if (bFloorHugger && random[LightningZap]() < 160)
|
||||
{
|
||||
A_PlaySound (ActiveSound, CHAN_BODY);
|
||||
A_StartSound (ActiveSound, CHAN_BODY);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -81,7 +81,7 @@ class MagePlayer : PlayerPawn
|
|||
MAGE Y 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
Burn:
|
||||
FDTH E 5 BRIGHT A_PlaySound("*burndeath");
|
||||
FDTH E 5 BRIGHT A_StartSound("*burndeath");
|
||||
FDTH F 4 BRIGHT;
|
||||
FDTH G 5 BRIGHT;
|
||||
FDTH H 4 BRIGHT A_PlayerScream;
|
||||
|
|
|
@ -200,7 +200,7 @@ class MWeapBloodscourge : MageWeapon
|
|||
MStaffSpawn (angle, t.linetarget);
|
||||
MStaffSpawn (angle-5, t.linetarget);
|
||||
MStaffSpawn (angle+5, t.linetarget);
|
||||
A_PlaySound ("MageStaffFire", CHAN_WEAPON);
|
||||
A_StartSound ("MageStaffFire", CHAN_WEAPON);
|
||||
invoker.MStaffCount = 3;
|
||||
}
|
||||
|
||||
|
|
|
@ -72,13 +72,13 @@ class Snout : Weapon
|
|||
double ang = angle;
|
||||
double slope = AimLineAttack(ang, DEFMELEERANGE);
|
||||
Actor puff = LineAttack(ang, DEFMELEERANGE, slope, damage, 'Melee', "SnoutPuff", true, t);
|
||||
A_PlaySound("PigActive", CHAN_VOICE);
|
||||
A_StartSound("PigActive", CHAN_VOICE);
|
||||
if(t.linetarget)
|
||||
{
|
||||
AdjustPlayerAngle(t);
|
||||
if(puff != null)
|
||||
{ // Bit something
|
||||
A_PlaySound("PigAttack", CHAN_VOICE);
|
||||
A_StartSound("PigAttack", CHAN_VOICE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -155,12 +155,12 @@ class PigPlayer : PlayerPawn
|
|||
{
|
||||
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState('Grunt'));
|
||||
}
|
||||
A_PlaySound ("PigActive1", CHAN_VOICE); // snort
|
||||
A_StartSound ("PigActive1", CHAN_VOICE); // snort
|
||||
return;
|
||||
}
|
||||
if (random[PigPlayerThink]() < 48)
|
||||
{
|
||||
A_PlaySound ("PigActive", CHAN_VOICE); // snort
|
||||
A_StartSound ("PigActive", CHAN_VOICE); // snort
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -40,7 +40,7 @@ class Serpent : Actor
|
|||
Dive:
|
||||
SSDV ABC 4;
|
||||
SSDV D 4 A_UnSetShootable;
|
||||
SSDV E 3 A_PlaySound("SerpentActive", CHAN_BODY);
|
||||
SSDV E 3 A_StartSound("SerpentActive", CHAN_BODY);
|
||||
SSDV F 3;
|
||||
SSDV GH 4;
|
||||
SSDV I 3;
|
||||
|
@ -48,7 +48,7 @@ class Serpent : Actor
|
|||
Goto See;
|
||||
Melee:
|
||||
SSPT A 1 A_UnHideThing;
|
||||
SSPT A 1 A_PlaySound("SerpentBirth", CHAN_BODY);
|
||||
SSPT A 1 A_StartSound("SerpentBirth", CHAN_BODY);
|
||||
SSPT B 3 A_SetShootable;
|
||||
SSPT C 3;
|
||||
SSPT D 4 A_SerpentCheckForAttack;
|
||||
|
@ -173,7 +173,7 @@ class Serpent : Actor
|
|||
else
|
||||
{
|
||||
SetStateLabel("Hump");
|
||||
A_PlaySound ("SerpentActive", CHAN_BODY);
|
||||
A_StartSound ("SerpentActive", CHAN_BODY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -251,7 +251,7 @@ class Serpent : Actor
|
|||
int damage = random[SerpentAttack](1, 8) * 5;
|
||||
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
|
||||
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
|
||||
A_PlaySound ("SerpentMeleeHit", CHAN_BODY);
|
||||
A_StartSound ("SerpentMeleeHit", CHAN_BODY);
|
||||
}
|
||||
if (random[SerpentAttack]() < 96)
|
||||
{
|
||||
|
@ -371,7 +371,7 @@ class SerpentFX : Actor
|
|||
{
|
||||
Spawn:
|
||||
SSFX A 0;
|
||||
SSFX A 3 Bright A_PlaySound("SerpentFXContinuous", CHAN_BODY, 1.0, 1);
|
||||
SSFX A 3 Bright A_StartSound("SerpentFXContinuous", CHAN_BODY, CHANF_LOOPING);
|
||||
SSFX BAB 3 Bright;
|
||||
Goto Spawn+1;
|
||||
Death:
|
||||
|
|
|
@ -80,7 +80,7 @@ class ThrustFloor : Actor
|
|||
{
|
||||
if (args[0] == 0)
|
||||
{
|
||||
A_PlaySound ("ThrustSpikeLower", CHAN_BODY);
|
||||
A_StartSound ("ThrustSpikeLower", CHAN_BODY);
|
||||
bInvisible = false;
|
||||
if (args[1])
|
||||
SetStateLabel("BloodThrustRaise");
|
||||
|
@ -93,7 +93,7 @@ class ThrustFloor : Actor
|
|||
{
|
||||
if (args[0] == 1)
|
||||
{
|
||||
A_PlaySound ("ThrustSpikeRaise", CHAN_BODY);
|
||||
A_StartSound ("ThrustSpikeRaise", CHAN_BODY);
|
||||
if (args[1])
|
||||
SetStateLabel("BloodThrustLower");
|
||||
else
|
||||
|
|
|
@ -105,7 +105,7 @@ class SummoningDoll : Actor
|
|||
|
||||
// Make smoke puff
|
||||
Spawn("MinotaurSmoke", Pos, ALLOW_REPLACE);
|
||||
A_PlaySound(mo.ActiveSound, CHAN_VOICE);
|
||||
A_StartSound(mo.ActiveSound, CHAN_VOICE);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -124,7 +124,7 @@ class PuzzleItem : Inventory
|
|||
return true;
|
||||
}
|
||||
// [RH] Always play the sound if the use fails.
|
||||
Owner.A_PlaySound ("*puzzfail", CHAN_VOICE);
|
||||
Owner.A_StartSound ("*puzzfail", CHAN_VOICE);
|
||||
if (Owner.CheckLocalView())
|
||||
{
|
||||
Console.MidPrint (null, PuzzFailMessage, true);
|
||||
|
|
|
@ -213,7 +213,7 @@ class Inventory : Actor
|
|||
bInvisible = false;
|
||||
if (DoRespawn ())
|
||||
{
|
||||
A_PlaySound ("misc/spawn", CHAN_VOICE);
|
||||
A_StartSound ("misc/spawn", CHAN_VOICE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -250,7 +250,7 @@ class Inventory : Actor
|
|||
if (DoRespawn ())
|
||||
{
|
||||
SetState (SpawnState);
|
||||
A_PlaySound ("misc/spawn", CHAN_VOICE);
|
||||
A_StartSound ("misc/spawn", CHAN_VOICE);
|
||||
Spawn ("ItemFog", Pos, ALLOW_REPLACE);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -808,7 +808,7 @@ class PowerMask : PowerIronFeet
|
|||
Super.DoEffect ();
|
||||
if (!(Level.maptime & 0x3f))
|
||||
{
|
||||
Owner.A_PlaySound ("misc/mask", CHAN_AUTO);
|
||||
Owner.A_StartSound ("misc/mask", CHAN_AUTO);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1630,7 +1630,7 @@ class PowerDamage : Powerup
|
|||
|
||||
if (Owner != null)
|
||||
{
|
||||
Owner.A_PlaySound(SeeSound, CHAN_5, 1.0, false, ATTN_NONE);
|
||||
Owner.A_StartSound(SeeSound, CHAN_5, CHANF_DEFAULT, 1.0, ATTN_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1645,7 +1645,7 @@ class PowerDamage : Powerup
|
|||
Super.EndEffect();
|
||||
if (Owner != null)
|
||||
{
|
||||
Owner.A_PlaySound(DeathSound, CHAN_5, 1.0, false, ATTN_NONE);
|
||||
Owner.A_StartSound(DeathSound, CHAN_5, CHANF_DEFAULT, 1.0, ATTN_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1660,7 +1660,7 @@ class PowerDamage : Powerup
|
|||
if (!passive && damage > 0)
|
||||
{
|
||||
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
|
||||
if (Owner != null && newdamage > damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
if (Owner != null && newdamage > damage) Owner.A_StartSound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1691,7 +1691,7 @@ class PowerProtection : Powerup
|
|||
let o = Owner; // copy to a local variable for quicker access.
|
||||
if (o != null)
|
||||
{
|
||||
o.A_PlaySound(SeeSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
o.A_StartSound(SeeSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
|
||||
// Transfer various protection flags if owner does not already have them.
|
||||
// If the owner already has the flag, clear it from the powerup.
|
||||
|
@ -1731,7 +1731,7 @@ class PowerProtection : Powerup
|
|||
let o = Owner; // copy to a local variable for quicker access.
|
||||
if (o != null)
|
||||
{
|
||||
o.A_PlaySound(DeathSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
o.A_StartSound(DeathSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
|
||||
o.bNoRadiusDmg &= !bNoRadiusDmg;
|
||||
o.bDontMorph &= !bDontMorph;
|
||||
|
@ -1754,7 +1754,7 @@ class PowerProtection : Powerup
|
|||
if (passive && damage > 0)
|
||||
{
|
||||
newdamage = max(0, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
|
||||
if (Owner != null && newdamage < damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
if (Owner != null && newdamage < damage) Owner.A_StartSound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1795,7 +1795,7 @@ class PowerRegeneration : Powerup
|
|||
{
|
||||
if (Owner.GiveBody(int(Strength)))
|
||||
{
|
||||
Owner.A_PlaySound("*regenerate", CHAN_ITEM);
|
||||
Owner.A_StartSound("*regenerate", CHAN_ITEM);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -107,7 +107,7 @@ class StateProvider : Inventory
|
|||
|
||||
if (weapon != NULL)
|
||||
{
|
||||
A_PlaySound(weapon.AttackSound, CHAN_WEAPON);
|
||||
A_StartSound(weapon.AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
|
||||
if ((numbullets == 1 && !player.refire) || numbullets == 0)
|
||||
|
@ -283,7 +283,7 @@ class StateProvider : Inventory
|
|||
|
||||
if (!t.linetarget)
|
||||
{
|
||||
if (MissSound) A_PlaySound(MissSound, CHAN_WEAPON);
|
||||
if (MissSound) A_StartSound(MissSound, CHAN_WEAPON);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -319,8 +319,8 @@ class StateProvider : Inventory
|
|||
}
|
||||
if (weapon != NULL)
|
||||
{
|
||||
if (MeleeSound) A_PlaySound(MeleeSound, CHAN_WEAPON);
|
||||
else A_PlaySound(weapon.AttackSound, CHAN_WEAPON);
|
||||
if (MeleeSound) A_StartSound(MeleeSound, CHAN_WEAPON);
|
||||
else A_StartSound(weapon.AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
|
||||
if (!(flags & CPF_NOTURN))
|
||||
|
|
|
@ -163,7 +163,7 @@ class Weapon : StateProvider
|
|||
{
|
||||
if (UpSound)
|
||||
{
|
||||
origin.A_PlaySound(UpSound, CHAN_WEAPON);
|
||||
origin.A_StartSound(UpSound, CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -345,7 +345,7 @@ class Weapon : StateProvider
|
|||
{
|
||||
if (!weapon.bReadySndHalf || random[WpnReadySnd]() < 128)
|
||||
{
|
||||
pawn.A_PlaySound(weapon.ReadySound, CHAN_WEAPON);
|
||||
pawn.A_StartSound(weapon.ReadySound, CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1392,7 +1392,7 @@ class PlayerPawn : Actor
|
|||
Vel.Z += jumpvelz;
|
||||
bOnMobj = false;
|
||||
player.jumpTics = -1;
|
||||
if (!(player.cheats & CF_PREDICTING)) A_PlaySound("*jump", CHAN_BODY);
|
||||
if (!(player.cheats & CF_PREDICTING)) A_StartSound("*jump", CHAN_BODY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2421,7 +2421,7 @@ class PlayerPawn : Actor
|
|||
|
||||
if (playgasp && wasdrowning)
|
||||
{
|
||||
A_PlaySound("*gasp", CHAN_VOICE);
|
||||
A_StartSound("*gasp", CHAN_VOICE);
|
||||
}
|
||||
if (Level.airsupply > 0 && AirCapacity > 0) player.air_finished = Level.maptime + int(Level.airsupply * AirCapacity);
|
||||
else player.air_finished = int.max;
|
||||
|
|
|
@ -81,7 +81,7 @@ extend class PlayerPawn
|
|||
player.inventorytics = 5*TICRATE;
|
||||
if (old != InvSel)
|
||||
{
|
||||
A_PlaySound("misc/invchange", CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
A_StartSound("misc/invchange", CHAN_AUTO, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -117,7 +117,7 @@ extend class PlayerPawn
|
|||
player.inventorytics = 5*TICRATE;
|
||||
if (old != InvSel)
|
||||
{
|
||||
A_PlaySound("misc/invchange", CHAN_AUTO, 1.0, false, ATTN_NONE);
|
||||
A_StartSound("misc/invchange", CHAN_AUTO, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -224,7 +224,7 @@ extend class PlayerPawn
|
|||
}
|
||||
if (player == players[consoleplayer])
|
||||
{
|
||||
A_PlaySound(item.UseSound, CHAN_ITEM);
|
||||
A_StartSound(item.UseSound, CHAN_ITEM);
|
||||
StatusBar.FlashItem (itemtype); // Fixme: This shouldn't be called from here, because it is in the UI.
|
||||
}
|
||||
return true;
|
||||
|
|
|
@ -49,7 +49,7 @@ class ArtiTeleport : Inventory
|
|||
}
|
||||
if (canlaugh)
|
||||
{ // Full volume laugh
|
||||
Owner.A_PlaySound ("*evillaugh", CHAN_VOICE, 1, false, ATTN_NONE);
|
||||
Owner.A_StartSound ("*evillaugh", CHAN_VOICE, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -173,7 +173,7 @@ class Minotaur : Actor
|
|||
{
|
||||
return;
|
||||
}
|
||||
A_PlaySound ("minotaur/melee", CHAN_WEAPON);
|
||||
A_StartSound ("minotaur/melee", CHAN_WEAPON);
|
||||
if (CheckMeleeRange())
|
||||
{
|
||||
PlayerInfo player = targ.player;
|
||||
|
@ -205,7 +205,7 @@ class Minotaur : Actor
|
|||
}
|
||||
if (!friendly)
|
||||
{
|
||||
A_PlaySound ("minotaur/sight", CHAN_WEAPON);
|
||||
A_StartSound ("minotaur/sight", CHAN_WEAPON);
|
||||
}
|
||||
double dist = Distance2D(target);
|
||||
if (target.pos.z + target.height > pos.z
|
||||
|
@ -293,7 +293,7 @@ class Minotaur : Actor
|
|||
{
|
||||
return;
|
||||
}
|
||||
A_PlaySound ("minotaur/attack2", CHAN_WEAPON);
|
||||
A_StartSound ("minotaur/attack2", CHAN_WEAPON);
|
||||
if (CheckMeleeRange())
|
||||
{
|
||||
int damage = random[MinotaurAtk2](1, 8) * (friendly ? 3 : 5);
|
||||
|
@ -333,7 +333,7 @@ class Minotaur : Actor
|
|||
{
|
||||
return;
|
||||
}
|
||||
A_PlaySound ("minotaur/attack3", CHAN_VOICE);
|
||||
A_StartSound ("minotaur/attack3", CHAN_VOICE);
|
||||
if (CheckMeleeRange())
|
||||
{
|
||||
PlayerInfo player = targ.player;
|
||||
|
@ -350,14 +350,14 @@ class Minotaur : Actor
|
|||
if (Floorclip > 0 && (Level.compatflags & COMPAT_MINOTAUR))
|
||||
{
|
||||
// only play the sound.
|
||||
A_PlaySound ("minotaur/fx2hit", CHAN_WEAPON);
|
||||
A_StartSound ("minotaur/fx2hit", CHAN_WEAPON);
|
||||
}
|
||||
else
|
||||
{
|
||||
Actor mo = SpawnMissile (target, "MinotaurFX2");
|
||||
if (mo != null)
|
||||
{
|
||||
mo.A_PlaySound ("minotaur/attack1", CHAN_WEAPON);
|
||||
mo.A_StartSound ("minotaur/attack1", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -540,7 +540,7 @@ class Minotaur : Actor
|
|||
{
|
||||
if (AttackSound)
|
||||
{
|
||||
A_PlaySound (AttackSound, CHAN_WEAPON);
|
||||
A_StartSound (AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
SetState (MeleeState);
|
||||
return;
|
||||
|
|
|
@ -13,7 +13,7 @@ class SoundWind : Actor
|
|||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 2 A_PlaySound("world/wind", CHAN_6, 1, true);
|
||||
TNT1 A 2 A_StartSound("world/wind", CHAN_6, CHANF_LOOPING);
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
@ -36,7 +36,7 @@ class SoundWaterfall : Actor
|
|||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 2 A_PlaySound("world/waterfall", CHAN_6, 1, true);
|
||||
TNT1 A 2 A_StartSound("world/waterfall", CHAN_6, CHANF_LOOPING);
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -90,7 +90,7 @@ extend class Actor
|
|||
Height = Default.Height;
|
||||
A_SetRenderStyle(1, STYLE_Normal);
|
||||
|
||||
A_PlaySound ("misc/freeze", CHAN_BODY);
|
||||
A_StartSound ("misc/freeze", CHAN_BODY);
|
||||
|
||||
// [RH] Andy Baker's stealth monsters
|
||||
if (bStealth)
|
||||
|
@ -126,7 +126,7 @@ extend class Actor
|
|||
return;
|
||||
}
|
||||
Vel = (0,0,0);
|
||||
A_PlaySound ("misc/icebreak", CHAN_BODY);
|
||||
A_StartSound ("misc/icebreak", CHAN_BODY);
|
||||
|
||||
// [RH] In Hexen, this creates a random number of shards (range [24,56])
|
||||
// with no relation to the size of the self shattering. I think it should
|
||||
|
|
|
@ -13,7 +13,7 @@ class Spark : Actor
|
|||
{
|
||||
Super.Activate (activator);
|
||||
DrawSplash (args[0] ? args[0] : 32, Angle, 1);
|
||||
A_PlaySound ("world/spark", CHAN_AUTO, 1, false, ATTN_STATIC);
|
||||
A_StartSound ("world/spark", CHAN_AUTO, CHANF_DEFAULT, 1, ATTN_STATIC);
|
||||
}
|
||||
|
||||
}
|
|
@ -27,7 +27,7 @@ class TeleportFog : Actor
|
|||
override void PostBeginPlay ()
|
||||
{
|
||||
Super.PostBeginPlay ();
|
||||
A_PlaySound ("misc/teleport", CHAN_BODY);
|
||||
A_StartSound ("misc/teleport", CHAN_BODY);
|
||||
switch (gameinfo.gametype)
|
||||
{
|
||||
case GAME_Hexen:
|
||||
|
|
|
@ -104,7 +104,7 @@ class Acolyte : StrifeHumanoid
|
|||
players[i].SetLogNumber (14);
|
||||
players[i].SetSubtitleNumber (14, "svox/voc14");
|
||||
A_StopSound (CHAN_VOICE);
|
||||
A_PlaySound ("svox/voc14", CHAN_VOICE, 1, false, ATTN_NONE);
|
||||
A_StartSound ("svox/voc14", CHAN_VOICE, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -179,7 +179,7 @@ class AlienSpectre1 : SpectralMonster
|
|||
if (log > 0)
|
||||
{
|
||||
String voc = "svox/voc" .. log;
|
||||
A_PlaySound(voc, CHAN_VOICE, 1, false, ATTN_NONE);
|
||||
A_StartSound(voc, CHAN_VOICE, CHANF_DEFAULT, 1., ATTN_NONE);
|
||||
player.player.SetLogNumber (log);
|
||||
player.player.SetSubtitleNumber (log, voc);
|
||||
}
|
||||
|
|
|
@ -80,7 +80,7 @@ class Inquisitor : Actor
|
|||
|
||||
void A_InquisitorWalk ()
|
||||
{
|
||||
A_PlaySound ("inquisitor/walk", CHAN_BODY);
|
||||
A_StartSound ("inquisitor/walk", CHAN_BODY);
|
||||
A_Chase ();
|
||||
}
|
||||
|
||||
|
@ -140,7 +140,7 @@ class Inquisitor : Actor
|
|||
if (target == null)
|
||||
return;
|
||||
|
||||
A_PlaySound ("inquisitor/jump", CHAN_ITEM, 1, true);
|
||||
A_StartSound ("inquisitor/jump", CHAN_ITEM, 1, true);
|
||||
AddZ(64);
|
||||
A_FaceTarget ();
|
||||
let localspeed = Speed * (2./3);
|
||||
|
@ -165,7 +165,7 @@ class Inquisitor : Actor
|
|||
A_StopSound (CHAN_ITEM);
|
||||
return;
|
||||
}
|
||||
A_PlaySound ("inquisitor/jump", CHAN_ITEM, 1, true);
|
||||
A_StartSound ("inquisitor/jump", CHAN_ITEM, CHANF_LOOPING);
|
||||
}
|
||||
|
||||
void A_TossArm ()
|
||||
|
|
|
@ -87,7 +87,7 @@ extend class Actor
|
|||
}
|
||||
if (SeeSound != 0)
|
||||
{
|
||||
A_PlaySound (SeeSound, CHAN_VOICE);
|
||||
A_StartSound (SeeSound, CHAN_VOICE);
|
||||
}
|
||||
LastHeard = NULL;
|
||||
threshold = 10;
|
||||
|
@ -118,7 +118,7 @@ extend class Actor
|
|||
}
|
||||
else if (reactiontime > 50)
|
||||
{
|
||||
A_PlaySound ("misc/alarm", CHAN_VOICE);
|
||||
A_StartSound ("misc/alarm", CHAN_VOICE);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -114,7 +114,7 @@ class LoreShot : Actor
|
|||
|
||||
void A_LoremasterChain ()
|
||||
{
|
||||
A_PlaySound ("loremaster/active", CHAN_BODY);
|
||||
A_StartSound ("loremaster/active", CHAN_BODY);
|
||||
Spawn("LoreShot2", Pos, ALLOW_REPLACE);
|
||||
Spawn("LoreShot2", Vec3Offset(-Vel.x/2., -Vel.y/2., -Vel.z/2.), ALLOW_REPLACE);
|
||||
Spawn("LoreShot2", Vec3Offset(-Vel.x, -Vel.y, -Vel.z), ALLOW_REPLACE);
|
||||
|
|
|
@ -92,7 +92,7 @@ class Programmer : Actor
|
|||
if (!CheckMeleeRange ())
|
||||
return;
|
||||
|
||||
A_PlaySound("programmer/clank", CHAN_WEAPON);
|
||||
A_StartSound("programmer/clank", CHAN_WEAPON);
|
||||
|
||||
int damage = random[Programmer](1, 10) * 6;
|
||||
int newdam = target.DamageMobj (self, self, damage, 'Melee');
|
||||
|
|
|
@ -72,7 +72,7 @@ extend class Actor
|
|||
if (target != null)
|
||||
{
|
||||
A_FaceTarget ();
|
||||
A_PlaySound ("reaver/attack", CHAN_WEAPON);
|
||||
A_StartSound ("reaver/attack", CHAN_WEAPON);
|
||||
double bangle = Angle;
|
||||
double pitch = AimLineAttack (bangle, MISSILERANGE);
|
||||
|
||||
|
|
|
@ -254,7 +254,7 @@ class Sigil : Weapon
|
|||
|
||||
action void A_SigilCharge ()
|
||||
{
|
||||
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
if (player != null)
|
||||
{
|
||||
player.extralight = 2;
|
||||
|
@ -276,7 +276,7 @@ class Sigil : Weapon
|
|||
return;
|
||||
|
||||
DamageMobj (self, null, 1*4, 'Sigil', DMG_NO_ARMOR);
|
||||
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
|
||||
BulletSlope (t, ALF_PORTALRESTRICT);
|
||||
if (t.linetarget != null)
|
||||
|
@ -314,7 +314,7 @@ class Sigil : Weapon
|
|||
return;
|
||||
|
||||
DamageMobj (self, null, 2*4, 'Sigil', DMG_NO_ARMOR);
|
||||
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
SpawnPlayerMissile ("SpectralLightningH1");
|
||||
}
|
||||
|
||||
|
@ -330,7 +330,7 @@ class Sigil : Weapon
|
|||
return;
|
||||
|
||||
DamageMobj (self, null, 3*4, 'Sigil', DMG_NO_ARMOR);
|
||||
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
|
||||
angle -= 90.;
|
||||
for (int i = 0; i < 20; ++i)
|
||||
|
@ -359,7 +359,7 @@ class Sigil : Weapon
|
|||
return;
|
||||
|
||||
DamageMobj (self, null, 4*4, 'Sigil', DMG_NO_ARMOR);
|
||||
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
|
||||
BulletSlope (t, ALF_PORTALRESTRICT);
|
||||
if (t.linetarget != null)
|
||||
|
@ -392,7 +392,7 @@ class Sigil : Weapon
|
|||
return;
|
||||
|
||||
DamageMobj (self, null, 5*4, 'Sigil', DMG_NO_ARMOR);
|
||||
A_PlaySound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/sigilcharge", CHAN_WEAPON);
|
||||
|
||||
SpawnPlayerMissile ("SpectralLightningBigBall1");
|
||||
}
|
||||
|
|
|
@ -128,7 +128,7 @@ class Stalker : Actor
|
|||
|
||||
void A_StalkerWalk ()
|
||||
{
|
||||
A_PlaySound ("stalker/walk", CHAN_BODY);
|
||||
A_StartSound ("stalker/walk", CHAN_BODY);
|
||||
A_Chase ();
|
||||
}
|
||||
|
||||
|
|
|
@ -9,13 +9,13 @@ extend class Actor
|
|||
{
|
||||
if (ActiveSound != 0 && !(Level.maptime & 7))
|
||||
{
|
||||
A_PlaySound (ActiveSound, CHAN_VOICE);
|
||||
A_StartSound (ActiveSound, CHAN_VOICE);
|
||||
}
|
||||
}
|
||||
|
||||
void A_LoopActiveSound()
|
||||
{
|
||||
A_PlaySound(ActiveSound, CHAN_VOICE, 1, true);
|
||||
A_StartSound(ActiveSound, CHAN_VOICE, CHANF_LOOPING);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -80,7 +80,7 @@ extend class Actor
|
|||
void A_ShootGun()
|
||||
{
|
||||
if (!target) return;
|
||||
A_PlaySound ("monsters/rifle", CHAN_WEAPON);
|
||||
A_StartSound ("monsters/rifle", CHAN_WEAPON);
|
||||
A_FaceTarget ();
|
||||
double pitch = AimLineAttack (angle, MISSILERANGE);
|
||||
LineAttack (Angle + Random2[ShootGun]() * (11.25 / 256), MISSILERANGE, pitch, 3*random[ShootGun](1, 5), 'Hitscan', "StrifePuff");
|
||||
|
@ -115,7 +115,7 @@ extend class Actor
|
|||
bInCombat = true;
|
||||
if (random[HurtMe](0, 4) == 0)
|
||||
{
|
||||
A_PlaySound (PainSound, CHAN_VOICE);
|
||||
A_StartSound (PainSound, CHAN_VOICE);
|
||||
health--;
|
||||
}
|
||||
if (health <= 0)
|
||||
|
@ -188,7 +188,7 @@ extend class Actor
|
|||
|
||||
void A_RocketInFlight()
|
||||
{
|
||||
A_PlaySound ("misc/missileinflight", CHAN_VOICE);
|
||||
A_StartSound ("misc/missileinflight", CHAN_VOICE);
|
||||
SpawnPuff ("MiniMissilePuff", Pos, Angle - 180, Angle - 180, 2, PF_HITTHING);
|
||||
Actor trail = Spawn("RocketTrail", Vec3Offset(-Vel.X, -Vel.Y, 0.), ALLOW_REPLACE);
|
||||
if (trail != null)
|
||||
|
|
|
@ -13,7 +13,7 @@ class StrifeHumanoid : Actor
|
|||
States
|
||||
{
|
||||
Burn:
|
||||
BURN A 3 Bright Light("PhFire_FX1") A_PlaySound("human/imonfire", CHAN_VOICE);
|
||||
BURN A 3 Bright Light("PhFire_FX1") A_StartSound("human/imonfire", CHAN_VOICE);
|
||||
BURN B 3 Bright Light("PhFire_FX2") A_DropFire;
|
||||
BURN C 3 Bright Light("PhFire_FX3") A_Wander;
|
||||
BURN D 3 Bright Light("PhFire_FX4") A_NoBlocking;
|
||||
|
@ -39,7 +39,7 @@ class StrifeHumanoid : Actor
|
|||
BURN V -1;
|
||||
Stop;
|
||||
Disintegrate:
|
||||
DISR A 5 A_PlaySound("misc/disruptordeath", CHAN_VOICE);
|
||||
DISR A 5 A_StartSound("misc/disruptordeath", CHAN_VOICE);
|
||||
DISR BC 5;
|
||||
DISR D 5 A_NoBlocking;
|
||||
DISR EF 5;
|
||||
|
|
|
@ -82,7 +82,7 @@ class StrifePlayer : PlayerPawn
|
|||
BURN V -1;
|
||||
Stop;
|
||||
Disintegrate:
|
||||
DISR A 5 A_PlaySound("misc/disruptordeath", CHAN_VOICE);
|
||||
DISR A 5 A_StartSound("misc/disruptordeath", CHAN_VOICE);
|
||||
DISR BC 5;
|
||||
DISR D 5 A_NoBlocking;
|
||||
DISR EF 5;
|
||||
|
@ -99,7 +99,7 @@ class StrifePlayer : PlayerPawn
|
|||
|
||||
void A_ItBurnsItBurns()
|
||||
{
|
||||
A_PlaySound ("human/imonfire", CHAN_VOICE);
|
||||
A_StartSound ("human/imonfire", CHAN_VOICE);
|
||||
|
||||
if (player != null && player.mo == self)
|
||||
{
|
||||
|
|
|
@ -68,7 +68,7 @@ class Templar : Actor
|
|||
{
|
||||
if (target != null)
|
||||
{
|
||||
A_PlaySound ("templar/shoot", CHAN_WEAPON);
|
||||
A_StartSound ("templar/shoot", CHAN_WEAPON);
|
||||
A_FaceTarget ();
|
||||
double pitch = AimLineAttack (angle, MISSILERANGE);
|
||||
|
||||
|
|
|
@ -52,7 +52,7 @@ extend class StateProvider
|
|||
return;
|
||||
}
|
||||
|
||||
A_PlaySound ("weapons/assaultgun", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/assaultgun", CHAN_WEAPON);
|
||||
|
||||
Weapon weapon = player.ReadyWeapon;
|
||||
if (weapon != null)
|
||||
|
|
|
@ -100,7 +100,7 @@ class StrifeCrossbow : StrifeWeapon
|
|||
player.mo.PlayAttacking2 ();
|
||||
SpawnPlayerMissile (proj);
|
||||
angle = savedangle;
|
||||
A_PlaySound ("weapons/xbowshoot", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/xbowshoot", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -64,14 +64,14 @@ class PunchDagger : StrifeWeapon
|
|||
// turn to face target
|
||||
if (t.linetarget)
|
||||
{
|
||||
A_PlaySound (t.linetarget.bNoBlood ? sound("misc/metalhit") : sound("misc/meathit"), CHAN_WEAPON);
|
||||
A_StartSound (t.linetarget.bNoBlood ? sound("misc/metalhit") : sound("misc/meathit"), CHAN_WEAPON);
|
||||
angle = t.angleFromSource;
|
||||
bJustAttacked = true;
|
||||
t.linetarget.DaggerAlert (self);
|
||||
}
|
||||
else
|
||||
{
|
||||
A_PlaySound ("misc/swish", CHAN_WEAPON);
|
||||
A_StartSound ("misc/swish", CHAN_WEAPON);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -76,7 +76,7 @@ class StrifeGrenadeLauncher : StrifeWeapon
|
|||
|
||||
if (grenade.SeeSound != 0)
|
||||
{
|
||||
grenade.A_PlaySound (grenade.SeeSound, CHAN_VOICE);
|
||||
grenade.A_StartSound (grenade.SeeSound, CHAN_VOICE);
|
||||
}
|
||||
|
||||
grenade.Vel.Z = (-clamp(tan(Pitch), -5, 5)) * grenade.Speed + 8;
|
||||
|
@ -269,7 +269,7 @@ class PhosphorousFire : Actor
|
|||
Vel.Z -= 8;
|
||||
Vel.X += (random2[PHBurn] (3));
|
||||
Vel.Y += (random2[PHBurn] (3));
|
||||
A_PlaySound ("world/largefire", CHAN_VOICE);
|
||||
A_StartSound ("world/largefire", CHAN_VOICE);
|
||||
|
||||
// Only the main fire spawns more.
|
||||
if (!bDropped)
|
||||
|
|
|
@ -58,7 +58,7 @@ class Mauler : StrifeWeapon
|
|||
return;
|
||||
}
|
||||
|
||||
A_PlaySound ("weapons/mauler1", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/mauler1", CHAN_WEAPON);
|
||||
Weapon weap = player.ReadyWeapon;
|
||||
if (weap != null)
|
||||
{
|
||||
|
@ -132,7 +132,7 @@ class Mauler2 : Mauler
|
|||
|
||||
action void A_FireMauler2Pre ()
|
||||
{
|
||||
A_PlaySound ("weapons/mauler2charge", CHAN_WEAPON);
|
||||
A_StartSound ("weapons/mauler2charge", CHAN_WEAPON);
|
||||
|
||||
if (player != null)
|
||||
{
|
||||
|
|
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Reference in a new issue