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- serialize the temporary music volume that can be set through ACS.
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40bf8a421e
commit
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7 changed files with 25 additions and 4 deletions
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@ -87,6 +87,7 @@
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#include "vm.h"
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#include "events.h"
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#include "dobjgc.h"
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#include "i_music.h"
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#include "gi.h"
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@ -600,6 +601,7 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
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startpos = position;
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gameaction = ga_completed;
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level.SetMusicVolume(1.0);
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if (nextinfo != NULL)
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{
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@ -1469,6 +1471,7 @@ void G_InitLevelLocals ()
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level.levelnum = info->levelnum;
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level.Music = info->Music;
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level.musicorder = info->musicorder;
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level.MusicVolume = 1.f;
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level.LevelName = level.info->LookupLevelName();
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level.NextMap = info->NextMap;
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@ -1960,6 +1963,17 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, SetInterMusic)
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//
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//==========================================================================
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void FLevelLocals::SetMusicVolume(float f)
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{
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MusicVolume = f;
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I_SetMusicVolume(f);
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}
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//==========================================================================
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//
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//
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//==========================================================================
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template <typename T>
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inline T VecDiff(const T& v1, const T& v2)
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{
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@ -46,6 +46,7 @@ struct FLevelLocals
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void Tick ();
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void AddScroller (int secnum);
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void SetInterMusic(const char *nextmap);
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void SetMusicVolume(float v);
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uint8_t md5[16]; // for savegame validation. If the MD5 does not match the savegame won't be loaded.
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int time; // time in the hub
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@ -149,6 +150,7 @@ struct FLevelLocals
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int skyfog;
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float pixelstretch;
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float MusicVolume;
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bool IsJumpingAllowed() const;
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bool IsCrouchingAllowed() const;
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@ -162,6 +164,7 @@ struct FLevelLocals
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{
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return headgamenode;
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}
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};
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extern FLevelLocals level;
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@ -6689,7 +6689,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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break;
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case ACSF_SetMusicVolume:
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I_SetMusicVolume(ACSToFloat(args[0]));
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level.SetMusicVolume(ACSToFloat(args[0]));
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break;
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case ACSF_CheckProximity:
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@ -1094,7 +1094,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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if (isconsole)
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{
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I_SetMusicVolume (1.f);
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I_SetMusicVolume (level.MusicVolume);
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}
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}
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@ -546,19 +546,22 @@ void P_SerializeSounds(FSerializer &arc)
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DSeqNode::SerializeSequences (arc);
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const char *name = NULL;
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uint8_t order;
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float musvol = level.MusicVolume;
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if (arc.isWriting())
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{
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order = S_GetMusic(&name);
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}
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arc.StringPtr("musicname", name)
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("musicorder", order);
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("musicorder", order)
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("musicvolume", musvol);
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if (arc.isReading())
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{
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if (!S_ChangeMusic(name, order))
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if (level.cdtrack == 0 || !S_ChangeCDMusic(level.cdtrack, level.cdid))
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S_ChangeMusic(level.Music, level.musicorder);
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level.SetMusicVolume(musvol);
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}
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}
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@ -3651,6 +3651,7 @@ void P_SetupLevel (const char *lumpname, int position)
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if (!savegamerestore)
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{
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level.SetMusicVolume(level.MusicVolume);
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].killcount = players[i].secretcount
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@ -886,7 +886,7 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
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{
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// let's try to get the best version possible. Some drivers only give us the version we request
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// which breaks all version checks for feature support. The highest used features we use are from version 4.4, and 3.0 is a requirement.
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static int versions[] = { 45, 44, 43, 42, 41, 40, 33, 32, 31, 30, -1 };
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static int versions[] = { 46, 45, 44, 43, 42, 41, 40, 33, 32, 31, 30, -1 };
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for (int i = 0; versions[i] > 0; i++)
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{
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