November 11, 2007 (Changes by Graf Zahl)

- Fixed: The FMOD stream player must specify whether it wants to play the
  sound looped or not when playback is started, not when the stream is created.
- Fixed: A_Saw didn't use the puff's damage type.
- Fixed: The AxeBlood's death state was using the wrong sprite frame.
- Fixed: The Mancubus had an attack sound defined even though it shouldn't.


SVN r565 (trunk)
This commit is contained in:
Christoph Oelckers 2007-11-11 09:02:04 +00:00
parent c9aaf8460b
commit 912f8666d7
16 changed files with 2386 additions and 2460 deletions

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@ -1,3 +1,16 @@
November 11, 2007 (Changes by Graf Zahl)
- Fixed: The FMOD stream player must specify whether it wants to play the
sound looped or not when playback is started, not when the stream is created.
- Fixed: A_Saw didn't use the puff's damage type.
- Fixed: The AxeBlood's death state was using the wrong sprite frame.
November 10, 2007 (Changes by Graf Zahl)
- Fixed: The Mancubus had an attack sound defined even though it shouldn't.
November 9, 2007 (Changes by Graf Zahl)
- Fixed: ACS's CheckWeapon must do a case insensitive string comparison to
compare the weapon name with the ready weapon's type.
November 8, 2007 (Changes by Graf Zahl) November 8, 2007 (Changes by Graf Zahl)
- Changed PowerFlight so that Hexen's infiniteness is not controlled by being - Changed PowerFlight so that Hexen's infiniteness is not controlled by being
in a hub but by a level flag instead. in a hub but by a level flag instead.

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@ -141,7 +141,7 @@ void A_Saw (AActor *actor)
// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states) // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
P_LineAttack (actor, angle, MELEERANGE+1, P_LineAttack (actor, angle, MELEERANGE+1,
P_AimLineAttack (actor, angle, MELEERANGE+1), damage, P_AimLineAttack (actor, angle, MELEERANGE+1), damage,
NAME_None, pufftype); GetDefaultByType(pufftype)->DamageType, pufftype);
if (!linetarget) if (!linetarget)
{ {

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@ -687,7 +687,7 @@ void A_MinotaurAtk3 (AActor *actor)
} }
else else
{ {
mo = P_SpawnMissileZ (actor, ONFLOORZ, actor->target, RUNTIME_CLASS(AMinotaurFX2)); mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AMinotaurFX2));
if (mo != NULL) if (mo != NULL)
{ {
S_Sound (mo, CHAN_WEAPON, "minotaur/attack1", 1, ATTN_NORM); S_Sound (mo, CHAN_WEAPON, "minotaur/attack1", 1, ATTN_NORM);

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@ -4679,7 +4679,7 @@ int DLevelScript::RunScript ()
} }
else else
{ {
STACK(1) = 0 == strcmp (FBehavior::StaticLookupString (STACK(1)), STACK(1) = 0 == stricmp (FBehavior::StaticLookupString (STACK(1)),
activator->player->ReadyWeapon->GetClass()->TypeName.GetChars()); activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
} }
break; break;

File diff suppressed because it is too large Load diff

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@ -156,7 +156,7 @@ std2:
(D+ E FS?) | (D* "." D+ E? FS?) | (D+ "." D* E? FS?) (D+ E FS?) | (D* "." D+ E? FS?) | (D+ "." D* E? FS?)
{ RET(TK_FloatConst); } { RET(TK_FloatConst); }
(["] (ESC|any\[\n\\"])* ["]) (["](([\\]["])|[^"])*["])
{ RET(TK_StringConst); } { RET(TK_StringConst); }
(['] (any\[\n'])* [']) (['] (any\[\n'])* ['])

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@ -111,7 +111,7 @@ struct AltSoundRenderer::Stream : public SoundStream
DeleteCriticalSection (&CriticalSection); DeleteCriticalSection (&CriticalSection);
} }
bool Play (float volume) bool Play (bool looping, float volume)
{ {
EnterCriticalSection (&CriticalSection); EnterCriticalSection (&CriticalSection);
Paused = false; Paused = false;

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@ -137,8 +137,9 @@ public:
Stream = stream; Stream = stream;
} }
bool Play (float volume) bool Play (bool looping, float volume)
{ {
FSOUND_Stream_SetMode(Stream, looping? FSOUND_LOOP_NORMAL : FSOUND_LOOP_OFF);
Channel = FSOUND_Stream_PlayEx (FSOUND_FREE, Stream, NULL, true); Channel = FSOUND_Stream_PlayEx (FSOUND_FREE, Stream, NULL, true);
if (Channel != -1) if (Channel != -1)
{ {

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@ -51,7 +51,7 @@ public:
Loop = 4 Loop = 4
}; };
virtual bool Play (float volume) = 0; virtual bool Play (bool looping, float volume) = 0;
virtual void Stop () = 0; virtual void Stop () = 0;
virtual void SetVolume (float volume) = 0; virtual void SetVolume (float volume) = 0;
virtual bool SetPaused (bool paused) = 0; virtual bool SetPaused (bool paused) = 0;

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@ -95,7 +95,7 @@ void FLACSong::Play (bool looping)
m_Status = STATE_Stopped; m_Status = STATE_Stopped;
m_Looping = looping; m_Looping = looping;
if (m_Stream->Play (snd_musicvolume)) if (m_Stream->Play (true, snd_musicvolume))
{ {
m_Status = STATE_Playing; m_Status = STATE_Playing;
} }

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@ -82,7 +82,7 @@ void TimiditySong::Play (bool looping)
{ {
if (m_Stream != NULL) if (m_Stream != NULL)
{ {
if (m_Stream->Play (snd_musicvolume)) if (m_Stream->Play (true, snd_musicvolume))
{ {
m_Status = STATE_Playing; m_Status = STATE_Playing;
} }

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@ -72,7 +72,7 @@ void OPLMUSSong::Play (bool looping)
Music->SetLooping (looping); Music->SetLooping (looping);
Music->Restart (); Music->Restart ();
if (m_Stream->Play (snd_musicvolume)) if (m_Stream->Play (true, snd_musicvolume))
{ {
m_Status = STATE_Playing; m_Status = STATE_Playing;
} }

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@ -171,7 +171,7 @@ void SPCSong::Play (bool looping)
m_Status = STATE_Stopped; m_Status = STATE_Stopped;
m_Looping = true; m_Looping = true;
if (m_Stream->Play (snd_musicvolume)) if (m_Stream->Play (true, snd_musicvolume))
{ {
m_Status = STATE_Playing; m_Status = STATE_Playing;
} }

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@ -10,7 +10,7 @@ void StreamSong::Play (bool looping)
m_Status = STATE_Stopped; m_Status = STATE_Stopped;
m_Looping = looping; m_Looping = looping;
if (m_Stream->Play (snd_musicvolume)) if (m_Stream->Play (m_Looping, snd_musicvolume))
{ {
m_Status = STATE_Playing; m_Status = STATE_Playing;
m_LastPos = 0; m_LastPos = 0;
@ -56,7 +56,7 @@ StreamSong::~StreamSong ()
StreamSong::StreamSong (const char *filename_or_data, int offset, int len) StreamSong::StreamSong (const char *filename_or_data, int offset, int len)
{ {
m_Stream = GSnd->OpenStream (filename_or_data, m_Looping? SoundStream::Loop : 0, offset, len); m_Stream = GSnd->OpenStream (filename_or_data, SoundStream::Loop, offset, len);
} }
bool StreamSong::IsPlaying () bool StreamSong::IsPlaying ()

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@ -20,7 +20,6 @@ ACTOR Fatso 67
PainSound "fatso/pain" PainSound "fatso/pain"
DeathSound "fatso/death" DeathSound "fatso/death"
ActiveSound "fatso/active" ActiveSound "fatso/active"
AttackSound "fatso/raiseguns"
Obituary "$OB_FATSO" Obituary "$OB_FATSO"
States States
{ {

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@ -59,7 +59,7 @@ ACTOR AxeBlood
Spawn: Spawn:
FAXE FGHIJ 3 FAXE FGHIJ 3
Death: Death:
FAXE G 3 FAXE K 3
Stop Stop
} }
} }