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Merge remote-tracking branch 'gzdoom/master' into newmaster
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commit
4eb1b6ad95
5 changed files with 7 additions and 7 deletions
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@ -189,7 +189,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_StartSound, A_StartSound)
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return 0;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, IsActorPlayingSomething, S_IsActorPlayingSomething)
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, IsActorPlayingSound, S_IsActorPlayingSomething)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(channel);
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@ -345,7 +345,7 @@ static bool VerifyActorSound(AActor* ent, FSoundID& sound_id, int& channel, ECha
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if ((flags & CHANF_MAYBE_LOCAL) && (compatflags & COMPATF_SILENTPICKUP))
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{
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if (soundEngine->isListener(ent))
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if (!soundEngine->isListener(ent))
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{
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return false;
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}
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@ -1155,9 +1155,9 @@ bool SoundEngine::IsSourcePlayingSomething (int sourcetype, const void *actor, i
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{
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if (chan->SourceType == sourcetype && chan->Source == actor)
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{
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if (channel == 0 || chan->EntChannel == channel)
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if ((channel == 0 || chan->EntChannel == channel) && (sound_id <= 0 || chan->OrgID == sound_id))
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{
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return sound_id <= 0 || chan->OrgID == sound_id;
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return true;
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}
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}
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}
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@ -169,10 +169,10 @@ struct FSoundChan : public FISoundChannel
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FSoundID SoundID; // Sound ID of playing sound.
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FSoundID OrgID; // Sound ID of sound used to start this channel.
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float Volume;
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int EntChannel; // Actor's sound channel.
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int16_t Pitch; // Pitch variation.
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uint8_t EntChannel; // Actor's sound channel.
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int8_t Priority;
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int16_t NearLimit;
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int8_t Priority;
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uint8_t SourceType;
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float LimitRange;
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union
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@ -1063,7 +1063,7 @@ class Actor : Thinker native
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native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
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deprecated("2.3") native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0);
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deprecated("2.3") native void A_StopSoundEx(name slot);
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native bool IsActorPlayingSomething(int channel, Sound snd = 0);
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native clearscope bool IsActorPlayingSound(int channel, Sound snd = 0);
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native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
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native action state A_Jump(int chance, statelabel label, ...);
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native Actor A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
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