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- Increased the limit for 'imp/active' to 6. This sound definitely benefits
from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. SVN r852 (trunk)
This commit is contained in:
parent
6eca1036c3
commit
f9b05c2b0c
4 changed files with 19 additions and 11 deletions
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@ -1,4 +1,9 @@
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March 25, 2008 (Changes by Graf Zahl)
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- Increased the limit for 'imp/active' to 6. This sound definitely benefits
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from a higher limit.
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- Fixed: $limit should not apply to sounds played from the menu.
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- Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating
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the sound sequence data.
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- Changed Lemon so that it always writes the header. It still kept recompiling
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the grammar over and over again once it had been changed locally.
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- Fixed: ANIMATED allowed animations between different texture types.
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@ -161,7 +161,7 @@ struct FSoundSequencePtrArray : public TArray<FSoundSequence *>
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static void AssignTranslations (FScanner &sc, int seq, seqtype_t type);
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static void AssignHexenTranslations (void);
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static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp);
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static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp, bool bDoorSound);
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static int FindSequence (const char *searchname);
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static int FindSequence (FName seqname);
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static bool TwiddleSeqNum (int &sequence, seqtype_t type);
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@ -413,10 +413,6 @@ static void AssignTranslations (FScanner &sc, int seq, seqtype_t type)
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if (IsNum(sc.String))
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{
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SeqTrans[(atoi(sc.String) & 63) + type * 64] = seq;
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if (type == SEQ_DOOR)
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{
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Sequences[seq]->bDoorSound |= true;
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}
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}
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}
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sc.UnGet();
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@ -506,6 +502,8 @@ void S_ParseSndSeq (int levellump)
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FScanner sc(lump, "SNDSEQ");
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while (sc.GetString ())
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{
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bool bDoorSound;
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if (*sc.String == ':' || *sc.String == '[')
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{
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if (curseq != -1)
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@ -530,6 +528,7 @@ void S_ParseSndSeq (int levellump)
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ScriptTemp.Clear();
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stopsound = 0;
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slot = NAME_None;
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bDoorSound = false;
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if (seqtype == '[')
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{
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sc.SetCMode (true);
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@ -546,7 +545,7 @@ void S_ParseSndSeq (int levellump)
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if (sc.String[0] == ']')
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{ // End of this definition
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ScriptTemp[0] = MakeCommand(SS_CMD_SELECT, (ScriptTemp.Size()-1)/2);
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AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
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AddSequence (curseq, seqname, slot, stopsound, ScriptTemp, bDoorSound);
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curseq = -1;
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sc.SetCMode (false);
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}
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@ -561,7 +560,9 @@ void S_ParseSndSeq (int levellump)
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}
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else
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{
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AssignTranslations (sc, curseq, seqtype_t(sc.MustMatchString (SSStrings + SS_STRING_PLATFORM)));
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seqtype_t seqtype = seqtype_t(sc.MustMatchString (SSStrings + SS_STRING_PLATFORM));
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AssignTranslations (sc, curseq, seqtype);
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if (seqtype == SEQ_DOOR) bDoorSound = true;
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}
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}
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continue;
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@ -660,7 +661,7 @@ void S_ParseSndSeq (int levellump)
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break;
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case SS_STRING_END:
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AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
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AddSequence (curseq, seqname, slot, stopsound, ScriptTemp, bDoorSound);
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curseq = -1;
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break;
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@ -670,6 +671,7 @@ void S_ParseSndSeq (int levellump)
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case SS_STRING_DOOR:
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AssignTranslations (sc, curseq, SEQ_DOOR);
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bDoorSound = true;
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break;
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case SS_STRING_ENVIRONMENT:
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@ -688,13 +690,13 @@ void S_ParseSndSeq (int levellump)
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AssignHexenTranslations ();
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}
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static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp)
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static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp, bool bDoorSound)
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{
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Sequences[curseq] = (FSoundSequence *)M_Malloc (sizeof(FSoundSequence) + sizeof(DWORD)*ScriptTemp.Size());
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Sequences[curseq]->SeqName = seqname;
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Sequences[curseq]->Slot = slot;
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Sequences[curseq]->StopSound = stopsound;
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Sequences[curseq]->bDoorSound = false;
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Sequences[curseq]->bDoorSound = bDoorSound;
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memcpy (Sequences[curseq]->Script, &ScriptTemp[0], sizeof(DWORD)*ScriptTemp.Size());
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Sequences[curseq]->Script[ScriptTemp.Size()] = MakeCommand(SS_CMD_END, 0);
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}
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@ -708,7 +708,7 @@ static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
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// If this sound doesn't like playing near itself, don't play it if
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// that's what would happen.
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if (sfx->NearLimit && S_CheckSoundLimit(sfx, pos))
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if (sfx->NearLimit && pt != NULL && S_CheckSoundLimit(sfx, pos))
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return;
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// Make sure the sound is loaded.
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@ -304,6 +304,7 @@ imp/death1 dsbgdth1
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imp/death2 dsbgdth2
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imp/attack dsfirsht
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imp/shotx dsfirxpl
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$limit imp/active 6
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// Demon
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