mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- scriptified the declaration of AmbientSound
Most of the code is still native, but this means that PlayerPawn is the last remaining child of AActor.
This commit is contained in:
parent
68091db598
commit
dc612703d5
4 changed files with 84 additions and 115 deletions
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@ -227,7 +227,6 @@ void FDynamicLight::ReleaseLight()
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if (next != nullptr) next->prev = prev;
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prev = nullptr;
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FreeList.Push(this);
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Printf("Releasing %p\n", this);
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}
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@ -2178,43 +2178,6 @@ CCMD (playersounds)
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}
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}
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// AAmbientSound implementation ---------------------------------------------
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class AAmbientSound : public AActor
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{
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DECLARE_CLASS (AAmbientSound, AActor)
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public:
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void Serialize(FSerializer &arc);
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void MarkPrecacheSounds () const;
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void BeginPlay ();
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void Tick ();
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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protected:
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bool bActive;
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private:
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void SetTicker (struct FAmbientSound *ambient);
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int NextCheck;
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};
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IMPLEMENT_CLASS(AAmbientSound, false, false)
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//==========================================================================
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//
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// AmbientSound :: Serialize
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//
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//==========================================================================
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void AAmbientSound::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("active", bActive)
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("nextcheck", NextCheck);
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}
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//==========================================================================
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//
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// AmbientSound :: MarkAmbientSounds
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@ -2223,7 +2186,7 @@ void AAmbientSound::Serialize(FSerializer &arc)
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DEFINE_ACTION_FUNCTION(AAmbientSound, MarkAmbientSounds)
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{
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PARAM_SELF_PROLOGUE(AAmbientSound);
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PARAM_SELF_PROLOGUE(AActor);
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FAmbientSound *ambient = Ambients.CheckKey(self->args[0]);
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if (ambient != NULL)
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@ -2233,26 +2196,52 @@ DEFINE_ACTION_FUNCTION(AAmbientSound, MarkAmbientSounds)
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int GetTicker(struct FAmbientSound *ambient)
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{
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if ((ambient->type & CONTINUOUS) == CONTINUOUS)
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{
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return 1;
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}
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else if (ambient->type & RANDOM)
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{
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return (int)(((float)rand() / (float)RAND_MAX) *
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(float)(ambient->periodmax - ambient->periodmin)) +
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ambient->periodmin;
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}
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else
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{
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return ambient->periodmin;
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}
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}
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//==========================================================================
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//
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// AmbientSound :: Tick
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//
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//==========================================================================
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void AAmbientSound::Tick ()
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DEFINE_ACTION_FUNCTION(AAmbientSound, Tick)
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{
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Super::Tick ();
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PARAM_SELF_PROLOGUE(AActor);
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if (!bActive || level.maptime < NextCheck)
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return;
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self->Tick();
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if (!self->special2 || level.maptime < self->special1)
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return 0;
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FAmbientSound *ambient;
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int loop = 0;
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ambient = Ambients.CheckKey(args[0]);
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ambient = Ambients.CheckKey(self->args[0]);
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if (ambient == NULL)
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{
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return;
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return 0;
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}
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if ((ambient->type & CONTINUOUS) == CONTINUOUS)
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@ -2265,77 +2254,42 @@ void AAmbientSound::Tick ()
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// The second argument scales the ambient sound's volume.
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// 0 and 100 are normal volume. The maximum volume level
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// possible is always 1.
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float volscale = args[1] == 0 ? 1 : args[1] / 100.f;
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float volscale = self->args[1] == 0 ? 1 : self->args[1] / 100.f;
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float usevol = clamp(ambient->volume * volscale, 0.f, 1.f);
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// The third argument is the minimum distance for audible fading, and
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// the fourth argument is the maximum distance for audibility. Setting
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// either of these to 0 or setting min distance > max distance will
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// use the standard rolloff.
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if ((args[2] | args[3]) == 0 || args[2] > args[3])
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if ((self->args[2] | self->args[3]) == 0 || self->args[2] > self->args[3])
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{
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S_Sound(this, CHAN_BODY | loop, ambient->sound, usevol, ambient->attenuation);
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S_Sound(self, CHAN_BODY | loop, ambient->sound, usevol, ambient->attenuation);
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}
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else
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{
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float min = float(args[2]), max = float(args[3]);
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float min = float(self->args[2]), max = float(self->args[3]);
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// The fifth argument acts as a scalar for the preceding two, if it's non-zero.
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if (args[4] > 0)
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if (self->args[4] > 0)
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{
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min *= args[4];
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max *= args[4];
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min *= self->args[4];
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max *= self->args[4];
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}
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S_SoundMinMaxDist(this, CHAN_BODY | loop, ambient->sound, usevol, min, max);
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S_SoundMinMaxDist(self, CHAN_BODY | loop, ambient->sound, usevol, min, max);
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}
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if (!loop)
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{
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SetTicker (ambient);
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self->special1 += GetTicker (ambient);
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}
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else
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{
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NextCheck = INT_MAX;
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self->special1 = INT_MAX;
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}
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}
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else
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{
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Destroy ();
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self->Destroy ();
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}
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}
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//==========================================================================
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//
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// AmbientSound :: SetTicker
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//
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//==========================================================================
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void AAmbientSound::SetTicker (struct FAmbientSound *ambient)
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{
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if ((ambient->type & CONTINUOUS) == CONTINUOUS)
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{
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NextCheck += 1;
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}
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else if (ambient->type & RANDOM)
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{
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NextCheck += (int)(((float)rand() / (float)RAND_MAX) *
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(float)(ambient->periodmax - ambient->periodmin)) +
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ambient->periodmin;
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}
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else
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{
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NextCheck += ambient->periodmin;
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}
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}
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//==========================================================================
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//
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// AmbientSound :: BeginPlay
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//
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//==========================================================================
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void AAmbientSound::BeginPlay ()
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{
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Super::BeginPlay ();
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CallActivate (NULL);
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return 0;
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}
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//==========================================================================
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@ -2346,37 +2300,40 @@ void AAmbientSound::BeginPlay ()
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//
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//==========================================================================
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void AAmbientSound::Activate (AActor *activator)
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DEFINE_ACTION_FUNCTION(AAmbientSound, Activate)
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{
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Super::Activate (activator);
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FAmbientSound *amb = Ambients.CheckKey(args[0]);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(activator, AActor);
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self->Activate(activator);
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FAmbientSound *amb = Ambients.CheckKey(self->args[0]);
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if (amb == NULL)
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{
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Destroy ();
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return;
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self->Destroy ();
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return 0;
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}
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if (!bActive)
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if (!self->special2)
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{
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if ((amb->type & 3) == 0 && amb->periodmin == 0)
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{
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int sndnum = S_FindSound(amb->sound);
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if (sndnum == 0)
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{
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Destroy ();
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return;
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self->Destroy ();
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return 0;
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}
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amb->periodmin = ::Scale(S_GetMSLength(sndnum), TICRATE, 1000);
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}
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NextCheck = level.maptime;
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self->special1 = level.maptime;
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if (amb->type & (RANDOM|PERIODIC))
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SetTicker (amb);
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self->special1 += GetTicker (amb);
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bActive = true;
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self->special2 = true;
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}
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return 0;
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}
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//==========================================================================
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@ -2388,18 +2345,22 @@ void AAmbientSound::Activate (AActor *activator)
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//
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//==========================================================================
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void AAmbientSound::Deactivate (AActor *activator)
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DEFINE_ACTION_FUNCTION(AAmbientSound, Deactivate)
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{
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Super::Deactivate (activator);
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if (bActive)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(activator, AActor);
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self->Deactivate(activator);
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if (self->special2)
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{
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bActive = false;
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FAmbientSound *ambient = Ambients.CheckKey(args[0]);
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self->special2 = false;
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FAmbientSound *ambient = Ambients.CheckKey(self->args[0]);
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if (ambient != NULL && (ambient->type & CONTINUOUS) == CONTINUOUS)
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{
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S_StopSound (this, CHAN_BODY);
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S_StopSound (self, CHAN_BODY);
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}
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}
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return 0;
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}
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@ -1118,7 +1118,7 @@ void ZCCCompiler::CompileAllFields()
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// Create copies of the arrays which can be altered
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auto Classes = this->Classes;
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auto Structs = this->Structs;
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TMap<PClass*, bool> HasNativeChildren;
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TMap<FName, bool> HasNativeChildren;
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// first step: Look for native classes with native children.
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// These may not have any variables added to them because it'd clash with the native definitions.
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@ -1134,7 +1134,7 @@ void ZCCCompiler::CompileAllFields()
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if (ac->ParentClass != nullptr && ac->ParentClass->VMType == c->Type() && ac->Size != TentativeClass)
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{
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// Only set a marker here, so that we can print a better message when the actual fields get added.
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HasNativeChildren.Insert(ac, true);
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HasNativeChildren.Insert(c->Type()->TypeName, true);
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break;
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}
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}
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@ -1180,7 +1180,7 @@ void ZCCCompiler::CompileAllFields()
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else
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type->MetaSize = 0;
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if (CompileFields(type->VMType, Classes[i]->Fields, nullptr, &Classes[i]->TreeNodes, false, !!HasNativeChildren.CheckKey(type)))
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if (CompileFields(type->VMType, Classes[i]->Fields, nullptr, &Classes[i]->TreeNodes, false, !!HasNativeChildren.CheckKey(type->TypeName)))
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{
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// Remove from the list if all fields got compiled.
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Classes.Delete(i--);
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@ -1348,7 +1348,7 @@ bool ZCCCompiler::CompileFields(PContainerType *type, TArray<ZCC_VarDeclarator *
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}
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}
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}
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else if (hasnativechildren)
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else if (hasnativechildren && !(varflags & VARF_Meta))
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{
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Error(field, "Cannot add field %s to %s. %s has native children which means it size may not change", FName(name->Name).GetChars(), type->TypeName.GetChars(), type->TypeName.GetChars());
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}
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@ -58,7 +58,7 @@
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** selects which choice it picks.
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*/
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class AmbientSound : Actor native
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class AmbientSound : Actor
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{
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default
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{
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@ -68,6 +68,15 @@ class AmbientSound : Actor native
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}
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native void MarkAmbientSounds();
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override native void Tick();
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override native void Activate(Actor activator);
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override native void Deactivate(Actor activator);
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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Activate (NULL);
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}
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override void MarkPrecacheSounds()
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{
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