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https://github.com/ZDoom/gzdoom.git
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- Added read and write barriers to the actor pointer in the sound channel
structure. - Fixed: Items which should stay but had an IF_ALWAYSPICKUP flag were removed. - Fixed: The pickup flash must only play when an item is picked up so the correct place to spawn it is in AInventory::Touch, not in AInventory::GoAway. SVN r1278 (trunk)
This commit is contained in:
parent
226ca44939
commit
a8a3aca601
7 changed files with 68 additions and 22 deletions
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@ -1,4 +1,9 @@
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October 26, 2008 (Changes by Graf Zahl)
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- Added read and write barriers to the actor pointer in the sound channel
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structure.
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- Fixed: Items which should stay but had an IF_ALWAYSPICKUP flag were removed.
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- Fixed: The pickup flash must only play when an item is picked up so the
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correct place to spawn it is in AInventory::Touch, not in AInventory::GoAway.
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- Fixed: A_Jump didn't properly determine a state's owner anymore when called
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from weapons.
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@ -300,6 +300,7 @@ static void MarkRoot()
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DThinker::MarkRoots();
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FCanvasTextureInfo::Mark();
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Mark(DACSThinker::ActiveThinker);
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S_MarkSoundChannels();
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// Mark dead bodies.
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for (i = 0; i < BODYQUESIZE; ++i)
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{
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@ -553,19 +553,11 @@ bool AInventory::GoAway ()
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// Dropped items never stick around
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if (flags & MF_DROPPED)
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{
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if (PickupFlash != NULL)
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{
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Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
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}
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return false;
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}
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if (!ShouldStay ())
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{
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if (PickupFlash != NULL)
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{
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Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
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}
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Hide ();
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if (ShouldRespawn ())
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{
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@ -893,8 +885,13 @@ void AInventory::Touch (AActor *toucher)
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toucher = toucher->player->mo;
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}
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if (!CallTryPickup (toucher))
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return;
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// This is the only situation when a pickup flash should ever play.
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if (!CallTryPickup (toucher)) return;
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if (PickupFlash != NULL && !ShouldStay())
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{
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Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
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}
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if (!(ItemFlags & IF_QUIET))
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{
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@ -1264,7 +1261,7 @@ bool AInventory::CallTryPickup (AActor *toucher)
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{
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bool res = TryPickup(toucher);
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if (!res && (ItemFlags & IF_ALWAYSPICKUP))
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if (!res && (ItemFlags & IF_ALWAYSPICKUP) && !ShouldStay())
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{
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res = true;
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GoAwayAndDie();
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@ -1637,9 +1637,13 @@ void M_NewGame(int choice)
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}
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else if (EpiDef.numitems <= 1)
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{
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if (EpisodeNoSkill[0])
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if (AllSkills.Size() == 1)
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{
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M_ChooseSkill(2);
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M_ChooseSkill(0);
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}
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else if (EpisodeNoSkill[0])
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{
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M_ChooseSkill(AllSkills.Size() == 2? 1:2);
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}
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else
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{
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@ -1823,12 +1827,16 @@ void M_Episode (int choice)
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epi = choice;
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if (EpisodeNoSkill[choice])
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if (AllSkills.Size() == 1)
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{
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M_ChooseSkill(2);
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M_ChooseSkill(0);
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return;
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}
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else if (EpisodeNoSkill[choice])
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{
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M_ChooseSkill(AllSkills.Size() == 2? 1:2);
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return;
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}
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M_StartupSkillMenu(NULL);
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}
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@ -1858,13 +1866,17 @@ static void SCClass (int option)
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{
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M_SetupNextMenu (&EpiDef);
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}
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else if (AllSkills.Size() == 1)
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{
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M_ChooseSkill(0);
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}
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else if (!EpisodeNoSkill[0])
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{
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M_StartupSkillMenu(playerclass);
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}
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else
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{
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M_ChooseSkill(2);
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M_ChooseSkill(AllSkills.Size() == 2? 1:2);
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}
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}
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@ -1886,9 +1898,13 @@ static void M_ChooseClass (int choice)
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{
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M_SetupNextMenu (&EpiDef);
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}
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else if (AllSkills.Size() == 1)
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{
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M_ChooseSkill(0);
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}
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else if (EpisodeNoSkill[0])
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{
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M_ChooseSkill(2);
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M_ChooseSkill(AllSkills.Size() == 2? 1:2);
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}
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else
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{
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@ -101,7 +101,7 @@ extern float S_GetMusicVolume (const char *music);
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static bool S_CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limit);
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static void S_ActivatePlayList(bool goBack);
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static void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel);
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static void CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel);
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static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, const FPolyObj *poly,
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const float pt[3], int channel, int chanflags, FVector3 *pos, FVector3 *vel);
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static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z);
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@ -625,7 +625,7 @@ void S_LinkChannel(FSoundChan *chan, FSoundChan **head)
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//
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//=========================================================================
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static void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel)
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static void CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel)
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{
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CalcPosVel(chan->SourceType, chan->Actor, chan->Sector, chan->Poly, chan->Point,
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chan->EntChannel, chan->ChanFlags, pos, vel);
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chan->SourceType = type;
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switch (type)
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{
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case SOURCE_Actor: chan->Actor = actor; actor->SoundChans |= 1 << channel; break;
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case SOURCE_Actor: chan->Actor = actor; actor->SoundChans |= 1 << channel; GC::WriteBarrier(actor); break;
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case SOURCE_Sector: chan->Sector = sec; break;
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case SOURCE_Polyobj: chan->Poly = poly; break;
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case SOURCE_Unattached: chan->Point[0] = pt->X; chan->Point[1] = pt->Y; chan->Point[2] = pt->Z; break;
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@ -1436,6 +1436,27 @@ void S_StopSound (const FPolyObj *poly, int channel)
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}
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}
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//==========================================================================
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//
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// S_MarkSoundChannels
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//
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//==========================================================================
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void S_MarkSoundChannels()
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{
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for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
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{
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if (chan->SourceType == SOURCE_Actor)
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{
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GC::Mark(chan->Actor);
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}
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else
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{
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chan->Actor = NULL;
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}
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}
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}
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//==========================================================================
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//
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// S_StopAllChannels
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@ -1476,9 +1497,11 @@ void S_RelinkSound (AActor *from, AActor *to)
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if (to != NULL)
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{
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chan->Actor = to;
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GC::WriteBarrier(to);
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}
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else if (!(chan->ChanFlags & CHAN_LOOP))
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{
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chan->Actor = NULL;
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chan->SourceType = SOURCE_Unattached;
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chan->Point[0] = FIXED2FLOAT(from->x);
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chan->Point[1] = FIXED2FLOAT(from->z);
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@ -23,6 +23,7 @@
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#include "doomtype.h"
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#include "i_soundinternal.h"
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#include "dobject.h"
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class AActor;
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class FScanner;
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SBYTE Priority;
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SWORD NearLimit;
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BYTE SourceType;
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TObjPtr<AActor> Actor;
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union
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{
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AActor *Actor; // Used for position and velocity.
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//AActor *Actor; // Used for position and velocity.
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const sector_t *Sector; // Sector for area sounds.
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const FPolyObj *Poly; // Polyobject sound source.
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float Point[3]; // Sound is not attached to any source.
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void S_StopSound (AActor *ent, int channel);
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void S_StopSound (const sector_t *sec, int channel);
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void S_StopSound (const FPolyObj *poly, int channel);
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void S_MarkSoundChannels();
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// Stops an origin-less sound from playing from this channel.
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void S_StopSound (int channel);
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@ -224,6 +224,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_DEPRECATED_FLAG(FIRERESIST),
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DEFINE_DUMMY_FLAG(NONETID),
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DEFINE_DUMMY_FLAG(ALLOWCLIENTSPAWN),
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DEFINE_DUMMY_FLAG(CLIENTSIDEONLY),
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};
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static FFlagDef InventoryFlags[] =
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