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Made S_FindSkinnedSound to use GetSoundClass again
- I couldn't simply init SoundClass to NAME_SoundClass, even after converting it to the appropriate type. Probably because NAME_SoundClass hasn't been parsed from decorate yet. Instead, I change it to NAME_SoundClass through GetSoundClass if it's valid and currently "player". - The skin checker code in GetSoundClass now checks if the SoundClass is equal to NAME_SoundClass. This mechanism exists so that way reverting the SoundClass to NAME_SoundClass processes the skin soundclass code. If it's different, the code is not processed. - Just returns sclass. This is never null, so there's no need to check if so. - S_FindSkinnedSound just uses GetSoundClass. This makes sure skins are checked.
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2 changed files with 16 additions and 10 deletions
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@ -391,11 +391,14 @@ public:
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float BlendB = 0;
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float BlendA = 0;
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FString SoundClass = "Player";
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//FString SoundClass = "player";
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FString SoundClass = "player";
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FString LogText; // [RH] Log for Strife
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FString SubtitleText;
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int SubtitleCounter;
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//SoundClass != nullptr ? mo->StringVar(NAME_SoundClass) : "player";
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DAngle MinPitch = 0.; // Viewpitch limits (negative is up, positive is down)
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DAngle MaxPitch = 0.;
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@ -1611,21 +1611,24 @@ bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2)
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static const char *GetSoundClass(AActor *pp)
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{
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auto player = pp->player;
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/*I couldn't just init SoundClass to NAME_SoundClass, GZDoom won't launch at all. Probably because that info is not parsed by the time the variable is initialized.
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So I just SoundClass to NAME_SoundClass here if NAME_SoundClass is not null and the current SoundClass is player*/
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if (strcmp(pp->player->SoundClass.GetChars(), "player") == 0 && pp->NameVar(NAME_SoundClass) != NAME_None)
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pp->player->SoundClass = pp->NameVar(NAME_SoundClass).GetChars();
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FString sclass = player ? pp->player->SoundClass.GetChars() : "player";
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if (player != nullptr &&
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(player->mo == nullptr || !(player->mo->flags4 &MF4_NOSKIN)) &&
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(unsigned int)player->userinfo.GetSkin() >= PlayerClasses.Size() &&
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(unsigned)player->userinfo.GetSkin() < Skins.Size())
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(unsigned)player->userinfo.GetSkin() < Skins.Size() &&
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strcmp(pp->player->SoundClass.GetChars(),sclass) == 0)
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{
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return Skins[player->userinfo.GetSkin()].Name.GetChars();
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}
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auto sclass = player? pp->NameVar(NAME_SoundClass) : NAME_None;
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if (sclass != NAME_None)
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pp->player->SoundClass = sclass.GetChars();
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else
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pp->player->SoundClass = "Player";
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return sclass != NAME_None ? sclass.GetChars() : "player";
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return sclass;
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}
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//==========================================================================
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@ -1642,7 +1645,7 @@ int S_FindSkinnedSound (AActor *actor, FSoundID refid)
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if (actor != nullptr)
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{
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if (actor->player != nullptr) pclass = actor->player->SoundClass;
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if (actor->player != nullptr) pclass = GetSoundClass(actor);
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if (actor->player != nullptr) gender = actor->player->userinfo.GetGender();
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}
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else
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