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- remove A_IsPlayingSound
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2 changed files with 0 additions and 8 deletions
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@ -988,13 +988,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SoundVolume)
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return 0;
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return 0;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_IsPlayingSound)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(channel);
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PARAM_SOUND(sound);
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ACTION_RETURN_BOOL(S_IsActorPlayingSomething(self,channel,sound));
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}
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//==========================================================================
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//==========================================================================
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//
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//
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@ -1010,7 +1010,6 @@ class Actor : Thinker native
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native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
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native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
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deprecated("2.3") native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0);
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deprecated("2.3") native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0);
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deprecated("2.3") native void A_StopSoundEx(name slot);
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deprecated("2.3") native void A_StopSoundEx(name slot);
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native ui bool A_IsPlayingSound(int channel = 0, sound sound_id = "");
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native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
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native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
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native action state A_Jump(int chance, statelabel label, ...);
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native action state A_Jump(int chance, statelabel label, ...);
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native Actor A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
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native Actor A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
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