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- renamed Actor.NoiseAlert to Actor.SoundAlert to deconflict with the same-named action special.
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d2d960672c
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7 changed files with 9 additions and 9 deletions
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@ -262,7 +262,7 @@ void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, double maxdist)
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, NoiseAlert)
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DEFINE_ACTION_FUNCTION(AActor, SoundAlert)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(target, AActor);
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@ -300,7 +300,7 @@ class Actor : Thinker native
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native bool isTeammate(Actor other);
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native int PlayerNumber();
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native void SetFriendPlayer(PlayerInfo player);
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native void NoiseAlert(Actor target, bool splash = false, double maxdist = 0);
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native void SoundAlert(Actor target, bool splash = false, double maxdist = 0);
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native void DaggerAlert(Actor target);
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native void ClearBounce();
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native TerrainDef GetFloorTerrain();
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@ -302,7 +302,7 @@ class AcolyteToBe : Acolyte
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Door_Close(999, 64);
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if (target != null && target.player != null)
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{
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NoiseAlert (target);
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SoundAlert (target);
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}
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}
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}
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@ -114,7 +114,7 @@ extend class Actor
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if (reactiontime == 2)
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{
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// [RH] Unalert monsters near the alarm and not just those in the same sector as it.
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NoiseAlert (NULL, false);
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SoundAlert (NULL, false);
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}
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else if (reactiontime > 50)
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{
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@ -173,7 +173,7 @@ extend class Actor
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if (target != null && emitter != null)
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{
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emitter.NoiseAlert(target, false, maxdist);
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emitter.SoundAlert(target, false, maxdist);
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}
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}
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@ -610,7 +610,7 @@ class RaiseAlarm : DummyStrifeItem
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override bool TryPickup (in out Actor toucher)
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{
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toucher.NoiseAlert (toucher);
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toucher.SoundAlert (toucher);
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ThinkerIterator it = ThinkerIterator.Create("AlienSpectre3");
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Actor spectre = Actor(it.Next());
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@ -629,7 +629,7 @@ class RaiseAlarm : DummyStrifeItem
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{
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if (dropper.target != null)
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{
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dropper.target.NoiseAlert(dropper.target);
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dropper.target.SoundAlert(dropper.target);
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if (dropper.target.CheckLocalView(consoleplayer))
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{
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A_Log("You Fool! You've set off the alarm.");
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@ -674,7 +674,7 @@ class CloseDoor222 : DummyStrifeItem
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{
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A_Log("You're dead! You set off the alarm.");
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}
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dropper.target.NoiseAlert(dropper.target);
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dropper.target.SoundAlert(dropper.target);
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}
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Destroy ();
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return true;
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@ -1857,7 +1857,7 @@ class PowerCoupling : Actor
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// [RH] In case the player broke it with the dagger, alert the guards now.
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if (LastHeard != source)
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{
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NoiseAlert (source);
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SoundAlert (source);
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}
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Door_Close(225, 16);
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Floor_LowerToHighestEE(44, 8);
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