mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 15:44:24 +00:00
e2179d5c2d
SVN r184 (trunk)
75 lines
2.8 KiB
C++
75 lines
2.8 KiB
C++
/*
|
|
** a_soundenvironment.cpp
|
|
** Actor that controls the EAX settings in its zone
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2006 Randy Heit
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include "info.h"
|
|
#include "r_defs.h"
|
|
#include "s_sound.h"
|
|
#include "r_state.h"
|
|
|
|
class ASoundEnvironment : public AActor
|
|
{
|
|
DECLARE_STATELESS_ACTOR (ASoundEnvironment, AActor)
|
|
public:
|
|
void PostBeginPlay ();
|
|
void Deactivate (AActor *activator);
|
|
void Activate (AActor *deactivator);
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (ASoundEnvironment, Any, 9048, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY)
|
|
PROP_Flags3 (MF3_DONTSPLASH)
|
|
END_DEFAULTS
|
|
|
|
void ASoundEnvironment::PostBeginPlay ()
|
|
{
|
|
Super::PostBeginPlay ();
|
|
if (!(flags2 & MF2_DORMANT))
|
|
{
|
|
Activate (this);
|
|
}
|
|
}
|
|
|
|
void ASoundEnvironment::Activate (AActor *activator)
|
|
{
|
|
zones[Sector->ZoneNumber].Environment = S_FindEnvironment ((args[0]<<8) | (args[1]));
|
|
}
|
|
|
|
// Deactivate just exists so that you can flag the thing as dormant in an editor
|
|
// and not have it take effect. This is so you can use multiple environments in
|
|
// a single zone, with only one set not-dormant, so you know which one will take
|
|
// effect at the start.
|
|
void ASoundEnvironment::Deactivate (AActor *deactivator)
|
|
{
|
|
flags2 |= MF2_DORMANT;
|
|
}
|