mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
Merge remote-tracking branch 'zdoom/master' into openal
Conflicts: src/s_sound.cpp
This commit is contained in:
commit
b8e3f99ce6
13 changed files with 179 additions and 16 deletions
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@ -2306,6 +2306,12 @@ void FBehavior::LoadScriptsDirectory ()
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default:
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break;
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}
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// [EP] Clang 3.5.0 optimizer miscompiles this function and causes random
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// crashes in the program. I hope that Clang 3.5.x will fix this.
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#if defined(__clang__) && __clang_major__ == 3 && __clang_minor__ >= 5
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asm("" : "+g" (NumScripts));
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#endif
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for (i = 0; i < NumScripts; ++i)
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{
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Scripts[i].Flags = 0;
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@ -4361,6 +4367,8 @@ enum EACSFunctions
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ACSF_ChangeActorAngle,
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ACSF_ChangeActorPitch, // 80
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ACSF_GetArmorInfo,
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ACSF_DropInventory,
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ACSF_PickActor,
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/* Zandronum's - these must be skipped when we reach 99!
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-100:ResetMap(0),
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@ -5485,6 +5493,42 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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break;
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}
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case ACSF_DropInventory:
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{
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const char *type = FBehavior::StaticLookupString(args[1]);
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AInventory *inv;
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if (type != NULL)
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{
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if (args[0] == 0)
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{
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if (activator != NULL)
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{
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inv = activator->FindInventory(type);
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if (inv)
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{
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activator->DropInventory(inv);
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}
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}
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}
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else
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{
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FActorIterator it(args[0]);
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AActor *actor;
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while ((actor = it.Next()) != NULL)
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{
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inv = actor->FindInventory(type);
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if (inv)
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{
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actor->DropInventory(inv);
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}
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}
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}
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}
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break;
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}
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case ACSF_CheckFlag:
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{
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AActor *actor = SingleActorFromTID(args[0], activator);
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@ -5550,6 +5594,38 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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}
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break;
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case ACSF_PickActor:
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if (argCount >= 5)
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{
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actor = SingleActorFromTID(args[0], activator);
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if (actor == NULL)
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{
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return 0;
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}
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DWORD actorMask = MF_SHOOTABLE;
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if (argCount >= 6) {
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actorMask = args[5];
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}
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DWORD wallMask = ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN;
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if (argCount >= 7) {
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wallMask = args[6];
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}
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AActor* pickedActor = P_LinePickActor(actor, args[1] << 16, args[3], args[2] << 16, actorMask, wallMask);
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if (pickedActor == NULL) {
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return 0;
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}
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pickedActor->RemoveFromHash();
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pickedActor->tid = args[4];
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pickedActor->AddToHash();
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return 1;
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}
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break;
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default:
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break;
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}
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@ -462,6 +462,7 @@ enum // P_LineAttack flags
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);
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AActor *P_LinePickActor (AActor *t1, angle_t angle, fixed_t distance, int pitch, DWORD actorMask, DWORD wallMask);
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void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
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@ -3783,6 +3783,52 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
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return NULL;
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}
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//==========================================================================
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//
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// P_LinePickActor
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//
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//==========================================================================
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AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
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DWORD actorMask, DWORD wallMask)
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{
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fixed_t vx, vy, vz, shootz;
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angle >>= ANGLETOFINESHIFT;
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pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
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vx = FixedMul(finecosine[pitch], finecosine[angle]);
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vy = FixedMul(finecosine[pitch], finesine[angle]);
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vz = -finesine[pitch];
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shootz = t1->z - t1->floorclip + (t1->height >> 1);
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if (t1->player != NULL)
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{
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shootz += FixedMul(t1->player->mo->AttackZOffset, t1->player->crouchfactor);
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}
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else
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{
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shootz += 8 * FRACUNIT;
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}
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FTraceResults trace;
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Origin TData;
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TData.Caller = t1;
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TData.hitGhosts = true;
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if (Trace(t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
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actorMask, wallMask, t1, trace, TRACE_NoSky, CheckForActor, &TData))
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{
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if (trace.HitType == TRACE_HitActor)
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{
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return trace.Actor;
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}
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}
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return NULL;
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}
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//==========================================================================
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//
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//
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@ -206,7 +206,7 @@ void AActor::Serialize (FArchive &arc)
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{
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arc << flags7;
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}
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if (SaveVersion >= 4511)
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if (SaveVersion >= 4512)
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{
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arc << weaponspecial;
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}
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@ -2347,14 +2347,14 @@ class AMusicChanger : public ASectorAction
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{
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DECLARE_CLASS (AMusicChanger, ASectorAction)
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public:
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virtual bool TriggerAction (AActor *triggerer, int activationType);
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virtual bool DoTriggerAction (AActor *triggerer, int activationType);
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virtual void Tick();
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virtual void PostBeginPlay();
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};
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IMPLEMENT_CLASS(AMusicChanger)
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bool AMusicChanger::TriggerAction (AActor *triggerer, int activationType)
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bool AMusicChanger::DoTriggerAction (AActor *triggerer, int activationType)
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{
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if (activationType & SECSPAC_Enter)
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{
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@ -2364,7 +2364,7 @@ bool AMusicChanger::TriggerAction (AActor *triggerer, int activationType)
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reactiontime = 30;
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}
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}
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return Super::TriggerAction (triggerer, activationType);
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return Super::DoTriggerAction (triggerer, activationType);
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}
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void AMusicChanger::Tick()
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@ -1318,23 +1318,23 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
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SDWORD dmxlen = LittleLong(((SDWORD *)sfxdata)[1]);
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// If the sound is voc, use the custom loader.
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// If the sound is raw, just load it as such.
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// Otherwise, try the sound as DMX format.
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// If that fails, let the sound system try and figure it out.
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if (strncmp ((const char *)sfxdata, "Creative Voice File", 19) == 0)
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{
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sfx->data = GSnd->LoadSoundVoc(sfxdata, size);
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}
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// If the sound is raw, just load it as such.
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else if (sfx->bLoadRAW)
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{
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sfx->data = GSnd->LoadSoundRaw(sfxdata, size, sfx->RawRate, 1, 8, sfx->LoopStart);
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}
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// Otherwise, try the sound as DMX format.
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else if (((BYTE *)sfxdata)[0] == 3 && ((BYTE *)sfxdata)[1] == 0 && dmxlen <= size - 8)
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{
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int frequency = LittleShort(((WORD *)sfxdata)[1]);
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if (frequency == 0) frequency = 11025;
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sfx->data = GSnd->LoadSoundRaw(sfxdata+8, dmxlen, frequency, 1, 8, sfx->LoopStart);
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}
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// If that fails, let the sound system try and figure it out.
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else
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{
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sfx->data = GSnd->LoadSound(sfxdata, size);
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@ -123,14 +123,13 @@ void I_EndRead(void)
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static DWORD TicStart;
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static DWORD TicNext;
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static DWORD BaseTime;
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static int TicFrozen;
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// Signal based timer.
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static Semaphore timerWait;
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static int tics;
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static DWORD sig_start, sig_next;
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static DWORD sig_start;
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void I_SelectTimer();
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@ -169,7 +168,6 @@ int I_GetTimePolled (bool saveMS)
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if (saveMS)
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{
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TicStart = tm;
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TicNext = Scale((Scale (tm, TICRATE, 1000) + 1), 1000, TICRATE);
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}
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return Scale(tm - BaseTime, TICRATE, 1000);
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}
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@ -179,7 +177,6 @@ int I_GetTimeSignaled (bool saveMS)
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if (saveMS)
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{
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TicStart = sig_start;
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TicNext = sig_next;
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}
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return tics;
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}
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@ -250,7 +247,6 @@ void I_HandleAlarm (int sig)
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if(!TicFrozen)
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tics++;
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sig_start = SDL_GetTicks();
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sig_next = Scale((Scale (sig_start, TICRATE, 1000) + 1), 1000, TICRATE);
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SEMAPHORE_SIGNAL(timerWait)
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}
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@ -293,15 +289,14 @@ void I_SelectTimer()
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fixed_t I_GetTimeFrac (uint32 *ms)
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{
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DWORD now = SDL_GetTicks ();
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if (ms) *ms = TicNext;
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DWORD step = TicNext - TicStart;
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if (step == 0)
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if (ms) *ms = TicStart + (1000 / TICRATE);
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if (TicStart == 0)
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{
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return FRACUNIT;
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}
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else
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{
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fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT/step, 0, FRACUNIT);
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fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT*TICRATE/1000, 0, FRACUNIT);
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return frac;
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}
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}
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@ -553,6 +553,7 @@ SoundHandle SoundRenderer::LoadSoundVoc(BYTE *sfxdata, int length)
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break;
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default: break;
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}
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i += blocksize;
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}
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}
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@ -1755,6 +1755,8 @@ enum SIX_Flags
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SIXF_TRANSFERSPECIAL = 1 << 15,
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SIXF_CLEARCALLERSPECIAL = 1 << 16,
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SIXF_TRANSFERSTENCILCOL = 1 << 17,
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SIXF_TRANSFERALPHA = 1 << 18,
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SIXF_TRANSFERRENDERSTYLE = 1 << 19,
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};
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static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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@ -1843,6 +1845,10 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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// If this is a missile or something else set the target to the originator
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mo->target = originator ? originator : self;
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}
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if (flags & SIXF_SETMASTER)
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{
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mo->master = originator;
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}
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if (flags & SIXF_TRANSFERSCALE)
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{
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mo->scaleX = self->scaleX;
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@ -1871,6 +1877,14 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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{
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mo->fillcolor = self->fillcolor;
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}
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if (flags & SIXF_TRANSFERALPHA)
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{
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mo->alpha = self->alpha;
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}
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if (flags & SIXF_TRANSFERRENDERSTYLE)
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{
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mo->RenderStyle = self->RenderStyle;
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}
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return true;
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}
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@ -4966,3 +4980,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
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P_DropItem(self, spawntype, amount, chance);
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}
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//==========================================================================
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//
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// A_SetSpeed
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_FIXED(speed, 0);
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self->Speed = speed;
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}
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@ -88,6 +88,7 @@ DEFINE_MEMBER_VARIABLE(height, AActor)
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DEFINE_MEMBER_VARIABLE(radius, AActor)
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DEFINE_MEMBER_VARIABLE(reactiontime, AActor)
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DEFINE_MEMBER_VARIABLE(meleerange, AActor)
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DEFINE_MEMBER_VARIABLE(Speed, AActor)
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//==========================================================================
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@ -374,6 +374,8 @@ static void ParseUserVariable (FScanner &sc, PSymbolTable *symt, PClass *cls)
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FScriptPosition::ErrorCounter++;
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}
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FName symname = sc.String;
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if (sc.CheckToken('['))
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{
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@ -391,6 +393,15 @@ static void ParseUserVariable (FScanner &sc, PSymbolTable *symt, PClass *cls)
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}
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sc.MustGetToken(';');
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// We must ensure that we do not define duplicates, even when they come from a parent table.
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if (symt->FindSymbol(symname, true) != NULL)
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{
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sc.ScriptMessage ("'%s' is already defined in '%s' or one of its ancestors.",
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symname.GetChars(), cls ? cls->TypeName.GetChars() : "Global");
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FScriptPosition::ErrorCounter++;
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return;
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}
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PSymbolVariable *sym = new PSymbolVariable(symname);
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sym->offset = cls->Extend(sizeof(int) * (valuetype.Type == VAL_Array ? valuetype.size : 1));
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sym->ValueType = valuetype;
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@ -62,6 +62,7 @@ ACTOR Actor native //: Thinker
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native fixed_t radius;
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native int reactiontime;
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native fixed_t meleerange;
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native fixed_t speed;
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// Meh, MBF redundant functions. Only for DeHackEd support.
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action native A_Turn(float angle = 0);
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@ -302,6 +303,7 @@ ACTOR Actor native //: Thinker
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action native A_SetTics(int tics);
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action native A_SetDamageType(name damagetype);
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action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
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action native A_SetSpeed(float speed);
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action native A_CheckSightOrRange(float distance, state label);
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action native A_CheckRange(float distance, state label);
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@ -65,6 +65,8 @@ const int SXF_TRANSFERSCALE = 16384;
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const int SXF_TRANSFERSPECIAL = 32768;
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const int SXF_CLEARCALLERSPECIAL = 65536;
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const int SXF_TRANSFERSTENCILCOL = 131072;
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const int SXF_TRANSFERALPHA = 262144;
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const int SXF_TRANSFERRENDERSTYLE = 524288;
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// Flags for A_Chase
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const int CHF_FASTCHASE = 1;
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