- Fixed: Player sounds that explicitly use dsempty will now properly silence the sound instead of

looking for a more audible version.

SVN r3938 (trunk)
This commit is contained in:
Randy Heit 2012-11-03 03:43:05 +00:00
parent 0c7955b550
commit 971eca7d61
2 changed files with 11 additions and 3 deletions

View file

@ -519,6 +519,7 @@ int S_AddSoundLump (const char *logicalname, int lump)
newsfx.bUsed = false;
newsfx.bSingular = false;
newsfx.bTentative = false;
newsfx.bPlayerSilent = false;
newsfx.link = sfxinfo_t::NO_LINK;
newsfx.Rolloff.RolloffType = ROLLOFF_Doom;
newsfx.Rolloff.MinDistance = 0;
@ -1110,10 +1111,14 @@ static void S_AddSNDINFO (int lump)
case SI_PlayerSound: {
// $playersound <player class> <gender> <logical name> <lump name>
FString pclass;
int gender, refid;
int gender, refid, sfxnum;
S_ParsePlayerSoundCommon (sc, pclass, gender, refid);
S_AddPlayerSound (pclass, gender, refid, sc.String);
sfxnum = S_AddPlayerSound (pclass, gender, refid, sc.String);
if (0 == stricmp(sc.String, "dsempty"))
{
S_sfx[sfxnum].bPlayerSilent = true;
}
}
break;
@ -1665,7 +1670,9 @@ static int S_LookupPlayerSound (int classidx, int gender, FSoundID refid)
// If we're not done parsing SNDINFO yet, assume that the target sound is valid
if (PlayerClassesIsSorted &&
(sndnum == 0 ||
((S_sfx[sndnum].lumpnum == -1 || S_sfx[sndnum].lumpnum == sfx_empty) && S_sfx[sndnum].link == sfxinfo_t::NO_LINK)))
((S_sfx[sndnum].lumpnum == -1 || S_sfx[sndnum].lumpnum == sfx_empty) &&
S_sfx[sndnum].link == sfxinfo_t::NO_LINK &&
!S_sfx[sndnum].bPlayerSilent)))
{ // This sound is unavailable.
if (ingender != 0)
{ // Try "male"

View file

@ -57,6 +57,7 @@ struct sfxinfo_t
WORD bUsed:1;
WORD bSingular:1;
WORD bTentative:1;
WORD bPlayerSilent:1; // This player sound is intentionally silent.
int LoopStart; // -1 means no specific loop defined