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- scriptified ASoundEnvironment.
This also exposes the functionality as a member function of Sector for easier script access.
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5 changed files with 44 additions and 76 deletions
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@ -1164,7 +1164,6 @@ set (PCH_SOURCES
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g_shared/a_morph.cpp
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g_shared/a_quake.cpp
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g_shared/a_skies.cpp
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g_shared/a_soundenvironment.cpp
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g_shared/a_soundsequence.cpp
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g_shared/a_specialspot.cpp
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g_shared/hudmessages.cpp
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@ -1,72 +0,0 @@
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/*
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** a_soundenvironment.cpp
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** Actor that controls the reverb settings in its zone
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "info.h"
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#include "r_defs.h"
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#include "s_sound.h"
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#include "r_state.h"
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class ASoundEnvironment : public AActor
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{
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DECLARE_CLASS (ASoundEnvironment, AActor)
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public:
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void PostBeginPlay ();
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void Deactivate (AActor *activator);
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void Activate (AActor *deactivator);
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};
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IMPLEMENT_CLASS(ASoundEnvironment, false, false)
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void ASoundEnvironment::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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if (!(flags2 & MF2_DORMANT))
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{
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CallActivate (this);
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}
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}
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void ASoundEnvironment::Activate (AActor *activator)
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{
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Zones[Sector->ZoneNumber].Environment = S_FindEnvironment ((args[0]<<8) | (args[1]));
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}
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// Deactivate just exists so that you can flag the thing as dormant in an editor
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// and not have it take effect. This is so you can use multiple environments in
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// a single zone, with only one set not-dormant, so you know which one will take
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// effect at the start.
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void ASoundEnvironment::Deactivate (AActor *deactivator)
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{
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flags2 |= MF2_DORMANT;
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}
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@ -1837,6 +1837,22 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
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ACTION_RETURN_INT(ndx);
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}
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DEFINE_ACTION_FUNCTION(_Sector, SetEnvironmentID)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(envnum);
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Zones[self->ZoneNumber].Environment = S_FindEnvironment(envnum);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Sector, SetEnvironment)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_STRING(env);
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Zones[self->ZoneNumber].Environment = S_FindEnvironment(env);
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return 0;
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}
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//===========================================================================
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//
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// line_t exports
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@ -389,7 +389,7 @@ struct Sector native
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native int16 damageinterval;
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native int16 leakydamage;
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native uint16 ZoneNumber;
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native readonly uint16 ZoneNumber;
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enum ESectorMoreFlags
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{
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@ -531,6 +531,8 @@ struct Sector native
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native double, Vertex FindLowestCeilingPoint();
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native double, Vertex FindHighestFloorPoint();
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native void SetEnvironment(String env);
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native void SetEnvironmentID(int envnum);
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bool isSecret()
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{
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@ -1,5 +1,5 @@
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class SoundEnvironment : Actor native
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class SoundEnvironment : Actor
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{
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default
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{
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@ -8,5 +8,28 @@ class SoundEnvironment : Actor native
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+NOGRAVITY
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+DONTSPLASH
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}
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}
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override void PostBeginPlay ()
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{
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Super.PostBeginPlay ();
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if (!bDormant)
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{
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Activate (self);
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}
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}
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override void Activate (Actor activator)
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{
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CurSector.SetEnvironmentID((args[0]<<8) | (args[1]));
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}
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// Deactivate just exists so that you can flag the thing as dormant in an editor
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// and not have it take effect. This is so you can use multiple environments in
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// a single zone, with only one set not-dormant, so you know which one will take
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// effect at the start.
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override void Deactivate (Actor deactivator)
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{
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bDormant = true;
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}
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}
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