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- Added "SoundSequence" UDMF sector property. This is the name of the sound sequence to play for
the sector. Note that this contrasts with sound sequence things in that it takes a name and not a number. Also, placing a sound sequence thing in a sector will override this property. SVN r2492 (trunk)
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cb6e9b90fb
commit
9137ef04f6
11 changed files with 48 additions and 2 deletions
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@ -417,6 +417,7 @@ xx(Gravity)
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xx(Lightcolor)
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xx(Fadecolor)
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xx(Desaturation)
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xx(SoundSequence)
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xx(Silent)
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xx(Nofallingdamage)
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xx(Dropactors)
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@ -432,6 +432,7 @@ static void LoadSectors (sectortype *bsec)
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sec->lightlevel = (sec->GetPlaneLight(sector_t::floor) + sec->GetPlaneLight(sector_t::ceiling)) / 2;
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sec->seqType = -1;
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sec->SeqName = NAME_None;
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sec->nextsec = -1;
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sec->prevsec = -1;
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sec->gravity = 1.f;
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@ -65,6 +65,10 @@ void DCeiling::PlayCeilingSound ()
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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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}
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else if (m_Sector->SeqName != NAME_None)
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{
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SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->SeqName, 0);
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}
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else
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{
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if (m_Silent == 2)
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@ -237,6 +237,10 @@ void DDoor::DoorSound (bool raise) const
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{
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SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_DOOR, choice);
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}
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else if (m_Sector->SeqName != NAME_None)
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{
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SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->SeqName, choice);
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}
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else
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{
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const char *snd;
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@ -424,7 +428,7 @@ bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
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// Otherwise, just let the current one continue.
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// FIXME: This should be check if the sound sequence has separate up/down
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// paths, not if it was manually set.
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if (sec->seqType == -1 || SN_CheckSequence(sec, CHAN_CEILING) == NULL)
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if ((sec->seqType < 0 && sec->SeqName == NAME_None) || SN_CheckSequence(sec, CHAN_CEILING) == NULL)
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{
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door->DoorSound (false);
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}
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@ -44,6 +44,10 @@ static void StartFloorSound (sector_t *sec)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
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}
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else if (sec->SeqName != NAME_None)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->SeqName, 0);
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}
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else
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{
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SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0);
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@ -190,10 +190,18 @@ DPillar::DPillar (sector_t *sector, EPillar type, fixed_t speed,
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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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}
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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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}
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else
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{
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SN_StartSequence (sector, CHAN_FLOOR, "Floor", 0);
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}
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}
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bool EV_DoPillar (DPillar::EPillar type, int tag, fixed_t speed, fixed_t height,
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fixed_t height2, int crush, bool hexencrush)
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@ -57,10 +57,18 @@ 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->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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}
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else if (m_Sector->SeqName != NAME_None)
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{
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SN_StartSequence (m_Sector, CHAN_FLOOR, m_Sector->SeqName, 0);
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}
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else
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{
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SN_StartSequence (m_Sector, CHAN_FLOOR, sound, 0);
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}
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}
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//
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// Move a plat up and down
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@ -348,6 +348,15 @@ void P_SerializeWorld (FArchive &arc)
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<< sec->interpolations[2]
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<< sec->interpolations[3];
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if (SaveVersion < 2492)
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{
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sec->SeqName = NAME_None;
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}
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else
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{
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arc << sec->SeqName;
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}
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sec->e->Serialize(arc);
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if (arc.IsStoring ())
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{
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@ -1407,6 +1407,7 @@ void P_LoadSectors (MapData * map)
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ss->thinglist = NULL;
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ss->touching_thinglist = NULL; // phares 3/14/98
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ss->seqType = defSeqType;
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ss->SeqName = NAME_None;
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ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
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ss->prevsec = -1; // stair retriggering until build completes
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@ -1175,6 +1175,11 @@ struct UDMFParser
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Flag(sec->Flags, SECF_FLOORDROP, key);
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continue;
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case NAME_SoundSequence:
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sec->SeqName = CheckString(key);
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sec->seqType = -1;
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continue;
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default:
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break;
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}
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@ -640,6 +640,7 @@ struct sector_t
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int sky;
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short seqType; // this sector's sound sequence
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FNameNoInit SeqName; // Sound sequence name. Setting seqType non-negative will override this.
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fixed_t soundorg[2]; // origin for any sounds played by the sector
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int validcount; // if == validcount, already checked
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