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- Precache player sounds at level load.
SVN r3841 (trunk)
This commit is contained in:
parent
1d3c26f088
commit
0ac94c5265
4 changed files with 61 additions and 2 deletions
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@ -90,6 +90,7 @@ public:
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virtual void AddInventory (AInventory *item);
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virtual void RemoveInventory (AInventory *item);
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virtual bool UseInventory (AInventory *item);
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virtual void MarkPrecacheSounds () const;
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virtual void PlayIdle ();
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virtual void PlayRunning ();
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@ -107,7 +108,7 @@ public:
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void GiveDefaultInventory ();
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void PlayAttacking ();
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void PlayAttacking2 ();
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const char *GetSoundClass ();
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const char *GetSoundClass () const;
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enum EInvulState
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{
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@ -475,6 +475,18 @@ void APlayerPawn::Serialize (FArchive &arc)
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: MarkPrecacheSounds
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//
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//===========================================================================
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void APlayerPawn::MarkPrecacheSounds() const
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{
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Super::MarkPrecacheSounds();
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S_MarkPlayerSounds(GetSoundClass());
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}
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//===========================================================================
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//
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// APlayerPawn :: BeginPlay
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@ -968,7 +980,7 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
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//
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//===========================================================================
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const char *APlayerPawn::GetSoundClass ()
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const char *APlayerPawn::GetSoundClass() const
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{
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if (player != NULL &&
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(player->mo == NULL || !(player->mo->flags4 &MF4_NOSKIN)) &&
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@ -100,6 +100,7 @@ public:
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void AddSound (int player_sound_id, int sfx_id);
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int LookupSound (int player_sound_id);
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FPlayerSoundHashTable &operator= (const FPlayerSoundHashTable &other);
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void MarkUsed();
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protected:
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struct Entry
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@ -830,6 +831,25 @@ int FPlayerSoundHashTable::LookupSound (int player_sound_id)
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return entry != NULL ? entry->SfxID : 0;
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}
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//==========================================================================
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//
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// FPlayerSoundHashTable :: Mark
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//
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// Marks all sounds defined for this class/gender as used.
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//
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//==========================================================================
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void FPlayerSoundHashTable::MarkUsed()
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{
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for (size_t i = 0; i < NUM_BUCKETS; ++i)
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{
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for (Entry *probe = Buckets[i]; probe != NULL; probe = probe->Next)
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{
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S_sfx[probe->SfxID].bUsed = true;
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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_ClearSoundData
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@ -1912,6 +1932,31 @@ void sfxinfo_t::MarkUsed()
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bUsed = true;
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}
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//==========================================================================
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//
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// S_MarkPlayerSounds
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//
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// Marks all sounds from a particular player class for precaching.
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//
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//==========================================================================
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void S_MarkPlayerSounds (const char *playerclass)
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{
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int classidx = S_FindPlayerClass(playerclass);
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if (classidx < 0)
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{
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classidx = DefPlayerClass;
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}
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for (int g = 0; g < 3; ++g)
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{
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int listidx = PlayerClassLookups[classidx].ListIndex[0];
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if (listidx != 0xffff)
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{
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PlayerSounds[listidx].MarkUsed();
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}
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}
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}
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//==========================================================================
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//
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// CCMD soundlist
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@ -357,6 +357,7 @@ int S_AddSoundLump (const char *logicalname, int lump); // Add sound by lump ind
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int S_AddPlayerSound (const char *playerclass, const int gender, int refid, const char *lumpname);
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int S_AddPlayerSound (const char *playerclass, const int gender, int refid, int lumpnum, bool fromskin=false);
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int S_AddPlayerSoundExisting (const char *playerclass, const int gender, int refid, int aliasto, bool fromskin=false);
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void S_MarkPlayerSounds (const char *playerclass);
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void S_ShrinkPlayerSoundLists ();
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void S_UnloadSound (sfxinfo_t *sfx);
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sfxinfo_t *S_LoadSound(sfxinfo_t *sfx);
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