- 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:
Christoph Oelckers 2008-03-25 12:21:30 +00:00
parent 6eca1036c3
commit f9b05c2b0c
4 changed files with 19 additions and 11 deletions

View file

@ -1,4 +1,9 @@
March 25, 2008 (Changes by Graf Zahl)
- 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.
- Changed Lemon so that it always writes the header. It still kept recompiling
the grammar over and over again once it had been changed locally.
- Fixed: ANIMATED allowed animations between different texture types.

View file

@ -161,7 +161,7 @@ struct FSoundSequencePtrArray : public TArray<FSoundSequence *>
static void AssignTranslations (FScanner &sc, int seq, seqtype_t type);
static void AssignHexenTranslations (void);
static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp);
static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp, bool bDoorSound);
static int FindSequence (const char *searchname);
static int FindSequence (FName seqname);
static bool TwiddleSeqNum (int &sequence, seqtype_t type);
@ -413,10 +413,6 @@ static void AssignTranslations (FScanner &sc, int seq, seqtype_t type)
if (IsNum(sc.String))
{
SeqTrans[(atoi(sc.String) & 63) + type * 64] = seq;
if (type == SEQ_DOOR)
{
Sequences[seq]->bDoorSound |= true;
}
}
}
sc.UnGet();
@ -506,6 +502,8 @@ void S_ParseSndSeq (int levellump)
FScanner sc(lump, "SNDSEQ");
while (sc.GetString ())
{
bool bDoorSound;
if (*sc.String == ':' || *sc.String == '[')
{
if (curseq != -1)
@ -530,6 +528,7 @@ void S_ParseSndSeq (int levellump)
ScriptTemp.Clear();
stopsound = 0;
slot = NAME_None;
bDoorSound = false;
if (seqtype == '[')
{
sc.SetCMode (true);
@ -546,7 +545,7 @@ void S_ParseSndSeq (int levellump)
if (sc.String[0] == ']')
{ // End of this definition
ScriptTemp[0] = MakeCommand(SS_CMD_SELECT, (ScriptTemp.Size()-1)/2);
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp, bDoorSound);
curseq = -1;
sc.SetCMode (false);
}
@ -561,7 +560,9 @@ void S_ParseSndSeq (int levellump)
}
else
{
AssignTranslations (sc, curseq, seqtype_t(sc.MustMatchString (SSStrings + SS_STRING_PLATFORM)));
seqtype_t seqtype = seqtype_t(sc.MustMatchString (SSStrings + SS_STRING_PLATFORM));
AssignTranslations (sc, curseq, seqtype);
if (seqtype == SEQ_DOOR) bDoorSound = true;
}
}
continue;
@ -660,7 +661,7 @@ void S_ParseSndSeq (int levellump)
break;
case SS_STRING_END:
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp, bDoorSound);
curseq = -1;
break;
@ -670,6 +671,7 @@ void S_ParseSndSeq (int levellump)
case SS_STRING_DOOR:
AssignTranslations (sc, curseq, SEQ_DOOR);
bDoorSound = true;
break;
case SS_STRING_ENVIRONMENT:
@ -688,13 +690,13 @@ void S_ParseSndSeq (int levellump)
AssignHexenTranslations ();
}
static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp)
static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp, bool bDoorSound)
{
Sequences[curseq] = (FSoundSequence *)M_Malloc (sizeof(FSoundSequence) + sizeof(DWORD)*ScriptTemp.Size());
Sequences[curseq]->SeqName = seqname;
Sequences[curseq]->Slot = slot;
Sequences[curseq]->StopSound = stopsound;
Sequences[curseq]->bDoorSound = false;
Sequences[curseq]->bDoorSound = bDoorSound;
memcpy (Sequences[curseq]->Script, &ScriptTemp[0], sizeof(DWORD)*ScriptTemp.Size());
Sequences[curseq]->Script[ScriptTemp.Size()] = MakeCommand(SS_CMD_END, 0);
}

View file

@ -708,7 +708,7 @@ static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
// If this sound doesn't like playing near itself, don't play it if
// that's what would happen.
if (sfx->NearLimit && S_CheckSoundLimit(sfx, pos))
if (sfx->NearLimit && pt != NULL && S_CheckSoundLimit(sfx, pos))
return;
// Make sure the sound is loaded.

View file

@ -304,6 +304,7 @@ imp/death1 dsbgdth1
imp/death2 dsbgdth2
imp/attack dsfirsht
imp/shotx dsfirxpl
$limit imp/active 6
// Demon