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- added a SECF_SILENTMOVE flag.
Since Eternity got this it's a good candidate for a potential Super-Boom standard, and it's also useful for silencing a sector temporarily without removing the sound sequence.
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6 changed files with 21 additions and 10 deletions
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@ -90,6 +90,7 @@ void DCeiling::Serialize (FArchive &arc)
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void DCeiling::PlayCeilingSound ()
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{
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if (m_Sector->Flags & SECF_SILENTMOVE) return;
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if (m_Sector->seqType >= 0)
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{
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SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_PLATFORM, 0, false);
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@ -250,6 +250,8 @@ void DDoor::DoorSound(bool raise, DSeqNode *curseq) const
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choice = !raise;
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if (m_Sector->Flags & SECF_SILENTMOVE) return;
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if (m_Speed >= FRACUNIT*8)
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{
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choice += 2;
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@ -55,6 +55,8 @@ inline FArchive &operator<< (FArchive &arc, DFloor::EFloor &type)
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static void StartFloorSound (sector_t *sec)
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{
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if (sec->Flags & SECF_SILENTMOVE) return;
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if (sec->seqType >= 0)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
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@ -198,17 +198,20 @@ DPillar::DPillar (sector_t *sector, EPillar type, fixed_t speed,
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m_FloorSpeed = Scale (speed, floordist, ceilingdist);
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}
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if (!(m_Sector->Flags & SECF_SILENTMOVE))
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{
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if (sector->seqType >= 0)
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{
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SN_StartSequence (sector, CHAN_FLOOR, sector->seqType, SEQ_PLATFORM, 0);
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SN_StartSequence(sector, CHAN_FLOOR, sector->seqType, SEQ_PLATFORM, 0);
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}
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else if (sector->SeqName != NAME_None)
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{
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SN_StartSequence (sector, CHAN_FLOOR, sector->SeqName, 0);
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SN_StartSequence(sector, CHAN_FLOOR, sector->SeqName, 0);
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}
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else
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{
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SN_StartSequence (sector, CHAN_FLOOR, "Floor", 0);
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SN_StartSequence(sector, CHAN_FLOOR, "Floor", 0);
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}
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}
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}
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@ -72,6 +72,8 @@ void DPlat::Serialize (FArchive &arc)
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void DPlat::PlayPlatSound (const char *sound)
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{
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if (m_Sector->Flags & SECF_SILENTMOVE) return;
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if (m_Sector->seqType >= 0)
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{
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SN_StartSequence (m_Sector, CHAN_FLOOR, m_Sector->seqType, SEQ_PLATFORM, 0);
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@ -357,6 +357,7 @@ enum
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SECF_NORESPAWN = 8, // players can not respawn in this sector
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SECF_FRICTION = 16, // sector has friction enabled
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SECF_PUSH = 32, // pushers enabled
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SECF_SILENTMOVE = 64, // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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