Make S_MenuSound() use stack'd array to get rid of S_StaticToDynamicMenuSound().

git-svn-id: https://svn.eduke32.com/eduke32@3846 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-06-01 20:09:46 +00:00
parent 7fcb577f51
commit 229a996d40
3 changed files with 23 additions and 52 deletions

View file

@ -1413,13 +1413,12 @@ void Gv_Init(void)
return;
inited = 1;
// initprintf("Initializing game variables\n");
//AddLog("Gv_Init");
#ifdef LUNATIC
Gv_AddSystemVars(); // set up weapon defaults, g_playerWeapon[][]
#else
#if !defined LUNATIC
Gv_Clear();
#endif
// Set up weapon defaults, g_playerWeapon[][].
Gv_AddSystemVars();
#if !defined LUNATIC
Gv_InitWeaponPointers();
#endif
Gv_ResetSystemDefaults();

View file

@ -694,9 +694,6 @@ void Gv_Init(void)
{
// only call ONCE
// initprintf("Initializing game variables\n");
//AddLog("Gv_Init");
Gv_Clear();
Gv_AddSystemVars();
}

View file

@ -163,56 +163,31 @@ void S_MusicVolume(int32_t volume)
MUSIC_SetVolume(volume);
}
static int32_t S_StaticToDynamicMenuSound(int32_t sound)
{
switch (sound)
{
case LASERTRIP_EXPLODE__STATIC: return LASERTRIP_EXPLODE;
case DUKE_GRUNT__STATIC: return DUKE_GRUNT;
case DUKE_LAND_HURT__STATIC: return DUKE_LAND_HURT;
case CHAINGUN_FIRE__STATIC: return CHAINGUN_FIRE;
case SQUISHED__STATIC: return SQUISHED;
case KICK_HIT__STATIC: return KICK_HIT;
case PISTOL_RICOCHET__STATIC: return PISTOL_RICOCHET;
case PISTOL_BODYHIT__STATIC: return PISTOL_BODYHIT;
case PISTOL_FIRE__STATIC: return PISTOL_FIRE;
case SHOTGUN_FIRE__STATIC: return SHOTGUN_FIRE;
case BOS1_WALK__STATIC: return BOS1_WALK;
case RPG_EXPLODE__STATIC: return RPG_EXPLODE;
case PIPEBOMB_BOUNCE__STATIC: return PIPEBOMB_BOUNCE;
case PIPEBOMB_EXPLODE__STATIC: return PIPEBOMB_EXPLODE;
case NITEVISION_ONOFF__STATIC: return NITEVISION_ONOFF;
case RPG_SHOOT__STATIC: return RPG_SHOOT;
case SELECT_WEAPON__STATIC: return SELECT_WEAPON;
default: return sound;
}
}
void S_MenuSound(void)
{
static int32_t SoundNum=0;
static const uint8_t menusnds[] =
uint8_t menusnds[] =
{
LASERTRIP_EXPLODE__STATIC,
DUKE_GRUNT__STATIC,
DUKE_LAND_HURT__STATIC,
CHAINGUN_FIRE__STATIC,
SQUISHED__STATIC,
KICK_HIT__STATIC,
PISTOL_RICOCHET__STATIC,
PISTOL_BODYHIT__STATIC,
PISTOL_FIRE__STATIC,
SHOTGUN_FIRE__STATIC,
BOS1_WALK__STATIC,
RPG_EXPLODE__STATIC,
PIPEBOMB_BOUNCE__STATIC,
PIPEBOMB_EXPLODE__STATIC,
NITEVISION_ONOFF__STATIC,
RPG_SHOOT__STATIC,
SELECT_WEAPON__STATIC,
LASERTRIP_EXPLODE,
DUKE_GRUNT,
DUKE_LAND_HURT,
CHAINGUN_FIRE,
SQUISHED,
KICK_HIT,
PISTOL_RICOCHET,
PISTOL_BODYHIT,
PISTOL_FIRE,
SHOTGUN_FIRE,
BOS1_WALK,
RPG_EXPLODE,
PIPEBOMB_BOUNCE,
PIPEBOMB_EXPLODE,
NITEVISION_ONOFF,
RPG_SHOOT,
SELECT_WEAPON,
};
S_PlaySound(S_StaticToDynamicMenuSound(menusnds[SoundNum++ % (sizeof(menusnds)/sizeof(menusnds[0]))]));
S_PlaySound(menusnds[SoundNum++ % (sizeof(menusnds)/sizeof(menusnds[0]))]);
}
int32_t S_PlayMusic(const char *fn, const int32_t sel)