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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:
parent
c9aaf8460b
commit
912f8666d7
16 changed files with 2386 additions and 2460 deletions
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@ -1,3 +1,16 @@
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November 11, 2007 (Changes by Graf Zahl)
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- Fixed: The FMOD stream player must specify whether it wants to play the
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sound looped or not when playback is started, not when the stream is created.
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- Fixed: A_Saw didn't use the puff's damage type.
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- Fixed: The AxeBlood's death state was using the wrong sprite frame.
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November 10, 2007 (Changes by Graf Zahl)
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- Fixed: The Mancubus had an attack sound defined even though it shouldn't.
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November 9, 2007 (Changes by Graf Zahl)
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- Fixed: ACS's CheckWeapon must do a case insensitive string comparison to
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compare the weapon name with the ready weapon's type.
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November 8, 2007 (Changes by Graf Zahl)
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- Changed PowerFlight so that Hexen's infiniteness is not controlled by being
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in a hub but by a level flag instead.
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@ -141,7 +141,7 @@ void A_Saw (AActor *actor)
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// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
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P_LineAttack (actor, angle, MELEERANGE+1,
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P_AimLineAttack (actor, angle, MELEERANGE+1), damage,
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NAME_None, pufftype);
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GetDefaultByType(pufftype)->DamageType, pufftype);
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if (!linetarget)
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{
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@ -687,7 +687,7 @@ void A_MinotaurAtk3 (AActor *actor)
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}
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else
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{
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mo = P_SpawnMissileZ (actor, ONFLOORZ, actor->target, RUNTIME_CLASS(AMinotaurFX2));
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mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AMinotaurFX2));
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if (mo != NULL)
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{
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S_Sound (mo, CHAN_WEAPON, "minotaur/attack1", 1, ATTN_NORM);
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@ -4679,7 +4679,7 @@ int DLevelScript::RunScript ()
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}
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else
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{
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STACK(1) = 0 == strcmp (FBehavior::StaticLookupString (STACK(1)),
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STACK(1) = 0 == stricmp (FBehavior::StaticLookupString (STACK(1)),
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activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
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}
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break;
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4803
src/sc_man_scanner.h
4803
src/sc_man_scanner.h
File diff suppressed because it is too large
Load diff
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@ -156,7 +156,7 @@ std2:
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(D+ E FS?) | (D* "." D+ E? FS?) | (D+ "." D* E? FS?)
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{ RET(TK_FloatConst); }
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(["] (ESC|any\[\n\\"])* ["])
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(["](([\\]["])|[^"])*["])
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{ RET(TK_StringConst); }
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(['] (any\[\n'])* ['])
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@ -111,7 +111,7 @@ struct AltSoundRenderer::Stream : public SoundStream
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DeleteCriticalSection (&CriticalSection);
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}
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bool Play (float volume)
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bool Play (bool looping, float volume)
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{
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EnterCriticalSection (&CriticalSection);
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Paused = false;
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@ -137,8 +137,9 @@ public:
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Stream = stream;
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}
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bool Play (float volume)
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bool Play (bool looping, float volume)
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{
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FSOUND_Stream_SetMode(Stream, looping? FSOUND_LOOP_NORMAL : FSOUND_LOOP_OFF);
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Channel = FSOUND_Stream_PlayEx (FSOUND_FREE, Stream, NULL, true);
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if (Channel != -1)
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{
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@ -51,7 +51,7 @@ public:
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Loop = 4
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};
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virtual bool Play (float volume) = 0;
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virtual bool Play (bool looping, float volume) = 0;
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virtual void Stop () = 0;
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virtual void SetVolume (float volume) = 0;
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virtual bool SetPaused (bool paused) = 0;
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@ -95,7 +95,7 @@ void FLACSong::Play (bool looping)
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m_Status = STATE_Stopped;
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m_Looping = looping;
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if (m_Stream->Play (snd_musicvolume))
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if (m_Stream->Play (true, snd_musicvolume))
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{
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m_Status = STATE_Playing;
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}
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@ -82,7 +82,7 @@ void TimiditySong::Play (bool looping)
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{
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if (m_Stream != NULL)
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{
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if (m_Stream->Play (snd_musicvolume))
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if (m_Stream->Play (true, snd_musicvolume))
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{
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m_Status = STATE_Playing;
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}
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@ -72,7 +72,7 @@ void OPLMUSSong::Play (bool looping)
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Music->SetLooping (looping);
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Music->Restart ();
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if (m_Stream->Play (snd_musicvolume))
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if (m_Stream->Play (true, snd_musicvolume))
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{
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m_Status = STATE_Playing;
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}
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@ -171,7 +171,7 @@ void SPCSong::Play (bool looping)
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m_Status = STATE_Stopped;
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m_Looping = true;
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if (m_Stream->Play (snd_musicvolume))
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if (m_Stream->Play (true, snd_musicvolume))
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{
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m_Status = STATE_Playing;
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}
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@ -10,7 +10,7 @@ void StreamSong::Play (bool looping)
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m_Status = STATE_Stopped;
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m_Looping = looping;
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if (m_Stream->Play (snd_musicvolume))
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if (m_Stream->Play (m_Looping, snd_musicvolume))
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{
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m_Status = STATE_Playing;
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m_LastPos = 0;
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@ -56,7 +56,7 @@ StreamSong::~StreamSong ()
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StreamSong::StreamSong (const char *filename_or_data, int offset, int len)
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{
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m_Stream = GSnd->OpenStream (filename_or_data, m_Looping? SoundStream::Loop : 0, offset, len);
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m_Stream = GSnd->OpenStream (filename_or_data, SoundStream::Loop, offset, len);
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}
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bool StreamSong::IsPlaying ()
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@ -20,7 +20,6 @@ ACTOR Fatso 67
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PainSound "fatso/pain"
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DeathSound "fatso/death"
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ActiveSound "fatso/active"
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AttackSound "fatso/raiseguns"
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Obituary "$OB_FATSO"
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States
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{
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@ -59,7 +59,7 @@ ACTOR AxeBlood
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Spawn:
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FAXE FGHIJ 3
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Death:
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FAXE G 3
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FAXE K 3
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Stop
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}
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}
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