From 3ab636a13ad8cd3d2dcb5c4568bbb3e7f3050626 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Thu, 16 Sep 2021 21:34:16 +0200 Subject: [PATCH] - sfxPlay3DSound calls partially migrated. --- source/games/blood/src/actor.cpp | 114 +++++++++++++-------------- source/games/blood/src/ai.cpp | 2 +- source/games/blood/src/aibeast.cpp | 4 +- source/games/blood/src/aicaleb.cpp | 8 +- source/games/blood/src/aicult.cpp | 14 ++-- source/games/blood/src/aigarg.cpp | 18 ++--- source/games/blood/src/aighost.cpp | 6 +- source/games/blood/src/aigilbst.cpp | 2 +- source/games/blood/src/aipod.cpp | 12 +-- source/games/blood/src/aiunicult.cpp | 6 +- source/games/blood/src/aizomba.cpp | 2 +- 11 files changed, 94 insertions(+), 94 deletions(-) diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index df1381857..6c39f2912 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -2736,7 +2736,7 @@ static void actNapalmMove(DBloodActor* actor) seqSpawn(9, actor); if (Chance(0x8000)) pSprite->cstat |= 4; - sfxPlay3DSound(pSprite, 303, 24 + (pSprite->flags & 3), 1); + sfxPlay3DSound(actor, 303, 24 + (pSprite->flags & 3), 1); actRadiusDamage(pOwner, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128, 0, 60, kDamageExplode, 15, 120); if (pXSprite->data4 > 1) @@ -3216,13 +3216,13 @@ static int checkDamageType(DBloodActor* actor, DAMAGE_TYPE damageType) case kDudeCultistBeast: case kDudeTinyCaleb: case kDudeBurningTinyCaleb: - sfxPlay3DSound(pSprite, 717, -1, 0); + sfxPlay3DSound(actor, 717, -1, 0); break; } break; case kDamageBurn: nSeq = 3; - sfxPlay3DSound(pSprite, 351, -1, 0); + sfxPlay3DSound(actor, 351, -1, 0); break; case kDamageSpirit: switch (pSprite->type) { @@ -3283,7 +3283,7 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq) auto pSprite = &actor->s(); int nType = pSprite->type - kDudeBase; - sfxPlay3DSound(pSprite, 1107 + Random(2), -1, 0); + sfxPlay3DSound(actor, 1107 + Random(2), -1, 0); if (nSeq == 2) { seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nDudeToGibClient1); @@ -3293,7 +3293,7 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq) { seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1); evPost(actor, 0, kCallbackFXZombieSpurt); - sfxPlay3DSound(pSprite, 362, -1, 0); + sfxPlay3DSound(actor, 362, -1, 0); actor->x().data1 = 35; actor->x().data2 = 5; @@ -3313,8 +3313,8 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq) static void burningCultistDeath(DBloodActor* actor, int nSeq) { auto pSprite = &actor->s(); - if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 718, -1, 0); - else sfxPlay3DSound(pSprite, 1018 + Random(2), -1, 0); + if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, 718, -1, 0); + else sfxPlay3DSound(actor, 1018 + Random(2), -1, 0); int nType = pSprite->type - kDudeBase; if (Chance(0x8000)) @@ -3393,9 +3393,9 @@ void zombieAxeBurningDeath(DBloodActor* actor, int nSeq) int nType = pSprite->type - kDudeBase; if (Chance(0x8000) && nSeq == 3) - sfxPlay3DSound(pSprite, 1109, -1, 0); + sfxPlay3DSound(actor, 1109, -1, 0); else - sfxPlay3DSound(pSprite, 1107 + Random(2), -1, 0); + sfxPlay3DSound(actor, 1107 + Random(2), -1, 0); if (Chance(0x8000)) { @@ -3419,11 +3419,11 @@ static void zombieButcherDeath(DBloodActor* actor, int nSeq) if (nSeq == 14) { - sfxPlay3DSound(pSprite, 1206, -1, 0); + sfxPlay3DSound(actor, 1206, -1, 0); seqSpawn(dudeInfo[nType].seqStartID + 11, actor, -1); return; } - sfxPlay3DSound(pSprite, 1204 + Random(2), -1, 0); + sfxPlay3DSound(actor, 1204 + Random(2), -1, 0); if (nSeq == 3) seqSpawn(dudeInfo[nType].seqStartID + 10, actor, -1); else @@ -3439,8 +3439,8 @@ static void zombieButcherDeath(DBloodActor* actor, int nSeq) static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum) { auto pSprite = &actor->s(); - if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, sound1 + 2, -1, 0); - else sfxPlay3DSound(pSprite, sound1 + Random(2), -1, 0); + if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, sound1 + 2, -1, 0); + else sfxPlay3DSound(actor, sound1 + Random(2), -1, 0); seqSpawn(seqnum, actor, -1); } @@ -3493,7 +3493,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag case kDudeCultistShotgun: case kDudeCultistTesla: case kDudeCultistTNT: - sfxPlay3DSound(pSprite, 1018 + Random(2), -1, 0); + sfxPlay3DSound(actor, 1018 + Random(2), -1, 0); seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1); break; @@ -3568,7 +3568,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag break; case kDudeSpiderMother: - sfxPlay3DSound(pSprite, 1850, -1, 0); + sfxPlay3DSound(actor, 1850, -1, 0); seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1); break; @@ -3599,15 +3599,15 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag genericDeath(actor, nSeq, 2203, dudeInfo[nType].seqStartID + nSeq); break; case kDudeTentacleGreen: - sfxPlay3DSound(pSprite, damage == 5 ? 2471 : 2472, -1, 0); + sfxPlay3DSound(actor, damage == 5 ? 2471 : 2472, -1, 0); seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1); break; case kDudePodFire: - sfxPlay3DSound(pSprite, damage == 5 ? 2451 : 2452, -1, 0); + sfxPlay3DSound(actor, damage == 5 ? 2451 : 2452, -1, 0); seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1); break; case kDudeTentacleFire: - sfxPlay3DSound(pSprite, 2501, -1, 0); + sfxPlay3DSound(actor, 2501, -1, 0); seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1); break; } @@ -3624,7 +3624,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag break; case kDudeTchernobog: - sfxPlay3DSound(pSprite, 2380, -1, 0); + sfxPlay3DSound(actor, 2380, -1, 0); seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1); break; @@ -3634,7 +3634,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag break; case kDudeBeast: - sfxPlay3DSound(pSprite, 9000 + Random(2), -1, 0); + sfxPlay3DSound(actor, 9000 + Random(2), -1, 0); seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1); break; @@ -3796,12 +3796,12 @@ static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, D case 0: seqSpawn(25, actor, nTreeToGibClient); - sfxPlay3DSound(pSprite, 351, -1, 0); + sfxPlay3DSound(actor, 351, -1, 0); break; case 1: seqSpawn(26, 3, pSprite->extra, nTreeToGibClient); - sfxPlay3DSound(pSprite, 351, -1, 0); + sfxPlay3DSound(actor, 351, -1, 0); break; } break; @@ -4214,7 +4214,7 @@ static void actTouchFloor(DBloodActor* actor, int nSector) if (tileGetSurfType(nSector + 0x4000) == kSurfLava) { actDamageSprite(actor, actor, kDamageBurn, 16); - sfxPlay3DSound(&actor->s(), 352, 5, 2); + sfxPlay3DSound(actor, 352, 5, 2); } } @@ -4366,7 +4366,7 @@ static void checkHit(DBloodActor* actor) if (mass1 > mass2) { actKickObject(actor, actor2); - sfxPlay3DSound(pSprite, 357, -1, 1); + sfxPlay3DSound(actor, 357, -1, 1); int dmg = (mass1 - mass2) + abs(FixedToInt(actor->xvel())); if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? kDamageFall : kDamageBullet, dmg); } @@ -4465,7 +4465,7 @@ static void checkFloorHit(DBloodActor* actor) } actKickObject(actor, actor2); sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum); - sfxPlay3DSound(pSprite, 374, 0, 0); + sfxPlay3DSound(actor, 374, 0, 0); break; case kThingZombieHead: if (pPlayer) @@ -4664,12 +4664,12 @@ int MoveThing(DBloodActor* actor) switch (pSprite->type) { case kThingZombieHead: - sfxPlay3DSound(pSprite, 607, 0, 0); + sfxPlay3DSound(actor, 607, 0, 0); actDamageSprite(nullptr, actor, kDamageFall, 80); break; case kThingKickablePail: - sfxPlay3DSound(pSprite, 374, 0, 0); + sfxPlay3DSound(actor, 374, 0, 0); break; } } @@ -4744,14 +4744,14 @@ int MoveThing(DBloodActor* actor) case kThingZombieHead: if (abs(actor->zvel()) > 0x80000) { - sfxPlay3DSound(pSprite, 607, 0, 0); + sfxPlay3DSound(actor, 607, 0, 0); actDamageSprite(nullptr, actor, kDamageFall, 80); } break; case kThingKickablePail: if (abs(actor->zvel()) > 0x80000) - sfxPlay3DSound(pSprite, 374, 0, 0); + sfxPlay3DSound(actor, 374, 0, 0); break; } @@ -4784,14 +4784,14 @@ int MoveThing(DBloodActor* actor) case kThingZombieHead: if (abs(actor->zvel()) > 0x80000) { - sfxPlay3DSound(pSprite, 607, 0, 0); + sfxPlay3DSound(actor, 607, 0, 0); actDamageSprite(nullptr, actor, kDamageFall, 80); } break; case kThingKickablePail: if (abs(actor->zvel()) > 0x80000) - sfxPlay3DSound(pSprite, 374, 0, 0); + sfxPlay3DSound(actor, 374, 0, 0); break; } } @@ -5035,7 +5035,7 @@ void MoveDude(DBloodActor* actor) if (playerAlive) { pPlayer->fallScream = 1; - sfxPlay3DSound(pSprite, 719, 0, 0); + sfxPlay3DSound(actor, 719, 0, 0); } } vec3_t const oldpos = pSprite->pos; @@ -5067,7 +5067,7 @@ void MoveDude(DBloodActor* actor) actor->zvel() = -0x6aaaa; pPlayer->cantJump = 1; } - sfxPlay3DSound(pSprite, 721, -1, 0); + sfxPlay3DSound(actor, 721, -1, 0); } else { @@ -5119,7 +5119,7 @@ void MoveDude(DBloodActor* actor) pXSprite->burnTime = 0; pPlayer->bubbleTime = abs(actor->zvel()) >> 12; evPost(actor, 0, kCallbackPlayerBubble); - sfxPlay3DSound(pSprite, 720, -1, 0); + sfxPlay3DSound(actor, 720, -1, 0); } else { @@ -5129,7 +5129,7 @@ void MoveDude(DBloodActor* actor) case kDudeCultistShotgun: pXSprite->burnTime = 0; evPost(actor, 0, kCallbackEnemeyBubble); - sfxPlay3DSound(pSprite, 720, -1, 0); + sfxPlay3DSound(actor, 720, -1, 0); aiNewState(actor, &cultistSwimGoto); break; case kDudeBurningCultist: @@ -5143,26 +5143,26 @@ void MoveDude(DBloodActor* actor) pSprite->type = pSprite->inittype; // restore back to spawned cultist type pXSprite->burnTime = 0; evPost(actor, 0, kCallbackEnemeyBubble); - sfxPlay3DSound(pSprite, 720, -1, 0); + sfxPlay3DSound(actor, 720, -1, 0); aiNewState(actor, &cultistSwimGoto); break; } case kDudeZombieAxeNormal: pXSprite->burnTime = 0; evPost(actor, 0, kCallbackEnemeyBubble); - sfxPlay3DSound(pSprite, 720, -1, 0); + sfxPlay3DSound(actor, 720, -1, 0); aiNewState(actor, &zombieAGoto); break; case kDudeZombieButcher: pXSprite->burnTime = 0; evPost(actor, 0, kCallbackEnemeyBubble); - sfxPlay3DSound(pSprite, 720, -1, 0); + sfxPlay3DSound(actor, 720, -1, 0); aiNewState(actor, &zombieFGoto); break; case kDudeGillBeast: pXSprite->burnTime = 0; evPost(actor, 0, kCallbackEnemeyBubble); - sfxPlay3DSound(pSprite, 720, -1, 0); + sfxPlay3DSound(actor, 720, -1, 0); aiNewState(actor, &gillBeastSwimGoto); pSprite->flags &= ~6; @@ -5229,7 +5229,7 @@ void MoveDude(DBloodActor* actor) if (nDamage > (15 << 4) && (pSprite->flags & 4)) playerLandingSound(pPlayer); if (nDamage > (30 << 4)) - sfxPlay3DSound(pSprite, 701, 0, 0); + sfxPlay3DSound(actor, 701, 0, 0); } nDamage -= 100 << 4; if (nDamage > 0) @@ -5513,7 +5513,7 @@ void actExplodeSprite(DBloodActor* actor) nType = kExplosionNapalm; seqSpawn(4, actor, -1); if (Chance(0x8000)) pSprite->cstat |= 4; - sfxPlay3DSound(pSprite, 303, -1, 0); + sfxPlay3DSound(actor, 303, -1, 0); GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr); break; @@ -5521,7 +5521,7 @@ void actExplodeSprite(DBloodActor* actor) nType = kExplosionFireball; seqSpawn(9, actor, -1); if (Chance(0x8000)) pSprite->cstat |= 4; - sfxPlay3DSound(pSprite, 306, 24 + (pSprite->index & 3), FX_GlobalChannel); // ouch... + sfxPlay3DSound(actor, 306, 24 + (pSprite->index & 3), FX_GlobalChannel); // ouch... GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr); break; @@ -5529,7 +5529,7 @@ void actExplodeSprite(DBloodActor* actor) case kMissileFireballTchernobog: nType = kExplosionFireball; seqSpawn(5, actor, -1); - sfxPlay3DSound(pSprite, 304, -1, 0); + sfxPlay3DSound(actor, 304, -1, 0); GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr); break; @@ -5537,7 +5537,7 @@ void actExplodeSprite(DBloodActor* actor) nType = kExplosionSmall; if (actor->hit().florhit == 0) seqSpawn(4, actor, -1); else seqSpawn(3, actor, -1); - sfxPlay3DSound(pSprite, 303, -1, 0); + sfxPlay3DSound(actor, 303, -1, 0); GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr); break; @@ -5551,14 +5551,14 @@ void actExplodeSprite(DBloodActor* actor) if (actor->hit().florhit == 0) seqSpawn(4, actor, -1); else seqSpawn(3, actor, -1); - sfxPlay3DSound(pSprite, 304, -1, 0); + sfxPlay3DSound(actor, 304, -1, 0); GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr); break; case kThingArmedSpray: nType = kExplosionSpray; seqSpawn(5, actor, -1); - sfxPlay3DSound(pSprite, 307, -1, 0); + sfxPlay3DSound(actor, 307, -1, 0); GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr); break; @@ -5579,7 +5579,7 @@ void actExplodeSprite(DBloodActor* actor) pSprite = &spawned->s(); pXSprite = &spawned->x(); - sfxPlay3DSound(pSprite, 305, -1, 0); + sfxPlay3DSound(actor, 305, -1, 0); GibSprite(pSprite, GIBTYPE_14, nullptr, nullptr); break; } @@ -5613,13 +5613,13 @@ void actExplodeSprite(DBloodActor* actor) #endif if (getSequence(nSeq)) seqSpawn(nSeq, actor, -1); - sfxPlay3DSound(pSprite, nSnd, -1, 0); + sfxPlay3DSound(actor, nSnd, -1, 0); break; } case kThingPodFireBall: nType = kExplosionFireball; seqSpawn(9, actor, -1); - sfxPlay3DSound(pSprite, 307, -1, 0); + sfxPlay3DSound(actor, 307, -1, 0); GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr); sub_746D4(pSprite, 240); break; @@ -5628,7 +5628,7 @@ void actExplodeSprite(DBloodActor* actor) nType = kExplosionStandard; seqSpawn(4, actor, -1); if (Chance(0x8000)) pSprite->cstat |= 4; - sfxPlay3DSound(pSprite, 303, -1, 0); + sfxPlay3DSound(actor, 303, -1, 0); GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr); break; } @@ -6245,7 +6245,7 @@ static void actCheckDudes() pPlayer->chokeEffect = 0; if (actor->xvel() || actor->yvel()) - sfxPlay3DSound(pSprite, 709, 100, 2); + sfxPlay3DSound(actor, 709, 100, 2); pPlayer->bubbleTime = ClipLow(pPlayer->bubbleTime - 4, 0); } @@ -6254,7 +6254,7 @@ static void actCheckDudes() if (pPlayer->pXSprite->health > 0 && pPlayer->restTime >= 1200 && Chance(0x200)) { pPlayer->restTime = -1; - sfxPlay3DSound(pSprite, 3100 + Random(11), 0, 2); + sfxPlay3DSound(actor, 3100 + Random(11), 0, 2); } } } @@ -6604,11 +6604,11 @@ DBloodActor* actSpawnThing(int nSector, int x, int y, int z, int nThingType) case kThingArmedTNTStick: evPost(nThing, 3, 0, kCallbackFXDynPuff); - sfxPlay3DSound(pSprite, 450, 0, 0); + sfxPlay3DSound(actor, 450, 0, 0); break; case kThingArmedTNTBundle: - sfxPlay3DSound(pSprite, 450, 0, 0); + sfxPlay3DSound(actor, 450, 0, 0); evPost(nThing, 3, 0, kCallbackFXDynPuff); break; @@ -7351,17 +7351,17 @@ void MakeSplash(DBloodActor* actor) { case kSurfWater: seqSpawn(6, actor, -1); - sfxPlay3DSound(pSprite, 356, -1, 0); + sfxPlay3DSound(actor, 356, -1, 0); break; default: seqSpawn(7, actor, -1); - sfxPlay3DSound(pSprite, 354, -1, 0); + sfxPlay3DSound(actor, 354, -1, 0); break; } break; case kThingDripBlood: seqSpawn(8, actor, -1); - sfxPlay3DSound(pSprite, 354, -1, 0); + sfxPlay3DSound(actor, 354, -1, 0); break; } } diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index 879b09ae6..35ba088cd 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -1013,7 +1013,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType if (powerupCheck(pPlayer, kPwUpShadowCloak)) pPlayer->pwUpTime[kPwUpShadowCloak] = 0; if (readyForCrit(pSource, pSprite)) { - nDamage += aiDamageSprite(actor, source, nDmgType, nDamage * (10 - gGameOptions.nDifficulty)); + nDamage += aiDamageSprite(actor, source, nDmgType, nDamage * (10 - gGameOptions.nDifficulty)); if (pXSprite->health > 0) { int fullHp = (pXSprite->sysData2 > 0) ? ClipRange(pXSprite->sysData2 << 4, 1, 65535) : getDudeInfo(pSprite->type)->startHealth << 4; diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp index fc5913f4b..ec5139107 100644 --- a/source/games/blood/src/aibeast.cpp +++ b/source/games/blood/src/aibeast.cpp @@ -78,7 +78,7 @@ void SlashSeqCallback(int, DBloodActor* actor) actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash); - sfxPlay3DSound(pSprite, 9012+Random(2), -1, 0); + sfxPlay3DSound(actor, 9012+Random(2), -1, 0); } void StompSeqCallback(int, DBloodActor* actor1) @@ -171,7 +171,7 @@ void StompSeqCallback(int, DBloodActor* actor1) } } } - sfxPlay3DSound(pSprite, 9015+Random(2), -1, 0); + sfxPlay3DSound(actor1, 9015+Random(2), -1, 0); } static void MorphToBeast(DBloodActor* actor) diff --git a/source/games/blood/src/aicaleb.cpp b/source/games/blood/src/aicaleb.cpp index 1b734a4c6..80545d99d 100644 --- a/source/games/blood/src/aicaleb.cpp +++ b/source/games/blood/src/aicaleb.cpp @@ -75,11 +75,11 @@ void SeqAttackCallback(int, DBloodActor* actor) actFireVector(actor, 0, 0, dx+r3, dy+r2, dz+r1, kVectorShell); } if (Chance(0x8000)) - sfxPlay3DSound(pSprite, 10000+Random(5), -1, 0); + sfxPlay3DSound(actor, 10000+Random(5), -1, 0); if (Chance(0x8000)) - sfxPlay3DSound(pSprite, 1001, -1, 0); + sfxPlay3DSound(actor, 1001, -1, 0); else - sfxPlay3DSound(pSprite, 1002, -1, 0); + sfxPlay3DSound(actor, 1002, -1, 0); } static void calebThinkSearch(DBloodActor* actor) @@ -241,7 +241,7 @@ static void calebThinkChase(DBloodActor* actor) else aiNewState(actor, &tinycalebGoto); if (Chance(0x2000)) - sfxPlay3DSound(pSprite, 10000 + Random(5), -1, 0); + sfxPlay3DSound(actor, 10000 + Random(5), -1, 0); actor->SetTarget(nullptr); } diff --git a/source/games/blood/src/aicult.cpp b/source/games/blood/src/aicult.cpp index b6e0caf11..30b4b3ef1 100644 --- a/source/games/blood/src/aicult.cpp +++ b/source/games/blood/src/aicult.cpp @@ -84,7 +84,7 @@ void TommySeqCallback(int, DBloodActor* actor) dy += Random3((5-gGameOptions.nDifficulty)*1000); dz += Random3((5-gGameOptions.nDifficulty)*500); actFireVector(actor, 0, 0, dx, dy, dz, kVectorBullet); - sfxPlay3DSound(pSprite, 4001, -1, 0); + sfxPlay3DSound(actor, 4001, -1, 0); } void TeslaSeqCallback(int, DBloodActor* actor) @@ -100,7 +100,7 @@ void TeslaSeqCallback(int, DBloodActor* actor) dy += Random3((5-gGameOptions.nDifficulty)*1000); dz += Random3((5-gGameOptions.nDifficulty)*500); actFireMissile(pSprite, 0, 0, dx, dy, dz, kMissileTeslaRegular); - sfxPlay3DSound(pSprite, 470, -1, 0); + sfxPlay3DSound(actor, 470, -1, 0); } } @@ -122,9 +122,9 @@ void ShotSeqCallback(int, DBloodActor* actor) actFireVector(actor, 0, 0, dx+r3, dy+r2, dz+r1, kVectorShell); } if (Chance(0x8000)) - sfxPlay3DSound(pSprite, 1001, -1, 0); + sfxPlay3DSound(actor, 1001, -1, 0); else - sfxPlay3DSound(pSprite, 1002, -1, 0); + sfxPlay3DSound(actor, 1002, -1, 0); } void cultThrowSeqCallback(int, DBloodActor* actor) @@ -135,7 +135,7 @@ void cultThrowSeqCallback(int, DBloodActor* actor) if (gGameOptions.nDifficulty > 2) nMissile = kThingArmedTNTBundle; char v4 = Chance(0x6000); - sfxPlay3DSound(pSprite, 455, -1, 0); + sfxPlay3DSound(actor, 455, -1, 0); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype *pTarget = &actor->GetTarget()->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); @@ -160,7 +160,7 @@ void sub_68170(int, DBloodActor* actor) int nMissile = kThingArmedTNTStick; if (gGameOptions.nDifficulty > 2) nMissile = kThingArmedTNTBundle; - sfxPlay3DSound(pSprite, 455, -1, 0); + sfxPlay3DSound(actor, 455, -1, 0); auto pMissile = actFireThing(actor, 0, 0, actor->dudeSlope - 9460, nMissile, 0x133333); evPost(pMissile, 120 * (2 + Random(2)), kCmdOn); } @@ -172,7 +172,7 @@ void sub_68230(int, DBloodActor* actor) int nMissile = kThingArmedTNTStick; if (gGameOptions.nDifficulty > 2) nMissile = kThingArmedTNTBundle; - sfxPlay3DSound(pSprite, 455, -1, 0); + sfxPlay3DSound(actor, 455, -1, 0); if (!actor->ValidateTarget(__FUNCTION__)) return; spritetype *pTarget = &actor->GetTarget()->s(); assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax); diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index e5804120f..1d3f6906e 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -407,7 +407,7 @@ static void gargThinkChase(DBloodActor* actor) switch (hit) { case -1: - sfxPlay3DSound(pSprite, 1408, 0, 0); + sfxPlay3DSound(actor, 1408, 0, 0); aiNewState(actor, &gargoyleFThrow); break; case 0: @@ -416,12 +416,12 @@ static void gargThinkChase(DBloodActor* actor) case 3: if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeGargoyleStone) { - sfxPlay3DSound(pSprite, 1408, 0, 0); + sfxPlay3DSound(actor, 1408, 0, 0); aiNewState(actor, &gargoyleFThrow); } break; default: - sfxPlay3DSound(pSprite, 1408, 0, 0); + sfxPlay3DSound(actor, 1408, 0, 0); aiNewState(actor, &gargoyleFThrow); break; } @@ -432,7 +432,7 @@ static void gargThinkChase(DBloodActor* actor) switch (hit) { case -1: - sfxPlay3DSound(pSprite, 1406, 0, 0); + sfxPlay3DSound(actor, 1406, 0, 0); aiNewState(actor, &gargoyleFSlash); break; case 0: @@ -441,12 +441,12 @@ static void gargThinkChase(DBloodActor* actor) case 3: if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeGargoyleStone) { - sfxPlay3DSound(pSprite, 1406, 0, 0); + sfxPlay3DSound(actor, 1406, 0, 0); aiNewState(actor, &gargoyleFSlash); } break; default: - sfxPlay3DSound(pSprite, 1406, 0, 0); + sfxPlay3DSound(actor, 1406, 0, 0); aiNewState(actor, &gargoyleFSlash); break; } @@ -466,7 +466,7 @@ static void gargThinkChase(DBloodActor* actor) switch (hit) { case -1: - sfxPlay3DSound(pSprite, 1457, 0, 0); + sfxPlay3DSound(actor, 1457, 0, 0); aiNewState(actor, &gargoyleSBlast); break; case 0: @@ -475,12 +475,12 @@ static void gargThinkChase(DBloodActor* actor) case 3: if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeGargoyleFlesh) { - sfxPlay3DSound(pSprite, 1457, 0, 0); + sfxPlay3DSound(actor, 1457, 0, 0); aiNewState(actor, &gargoyleSBlast); } break; default: - sfxPlay3DSound(pSprite, 1457, 0, 0); + sfxPlay3DSound(actor, 1457, 0, 0); aiNewState(actor, &gargoyleSBlast); break; } diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index 86601b893..2ebec6175 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -74,7 +74,7 @@ void ghostSlashSeqCallback(int, DBloodActor* actor) int dz = height-height2; int dx = CosScale16(pSprite->ang); int dy = SinScale16(pSprite->ang); - sfxPlay3DSound(pSprite, 1406, 0, 0); + sfxPlay3DSound(actor, 1406, 0, 0); actFireVector(actor, 0, 0, dx, dy, dz, kVectorGhost); int r1 = Random(50); int r2 = Random(50); @@ -172,12 +172,12 @@ void ghostBlastSeqCallback(int, DBloodActor* actor) #ifdef NOONE_EXTENSIONS // allow fire missile in non-player targets if not a demo if (IsPlayerSprite(pTarget) || gModernMap) { - sfxPlay3DSound(pSprite, 489, 0, 0); + sfxPlay3DSound(actor, 489, 0, 0); actFireMissile(pSprite, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull); } #else if (IsPlayerSprite(pTarget)) { - sfxPlay3DSound(pSprite, 489, 0, 0); + sfxPlay3DSound(actor, 489, 0, 0); actFireMissile(pSprite, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull); } #endif diff --git a/source/games/blood/src/aigilbst.cpp b/source/games/blood/src/aigilbst.cpp index 1304dc5b5..586f59773 100644 --- a/source/games/blood/src/aigilbst.cpp +++ b/source/games/blood/src/aigilbst.cpp @@ -230,7 +230,7 @@ static void gillThinkChase(DBloodActor* actor) aiNewState(actor, &gillBeastSwimGoto); else aiNewState(actor, &gillBeastGoto); - sfxPlay3DSound(pSprite, 1701, -1, 0); + sfxPlay3DSound(actor, 1701, -1, 0); actor->SetTarget(nullptr); } diff --git a/source/games/blood/src/aipod.cpp b/source/games/blood/src/aipod.cpp index 905c819c8..684a01e38 100644 --- a/source/games/blood/src/aipod.cpp +++ b/source/games/blood/src/aipod.cpp @@ -53,12 +53,12 @@ AISTATE tentacleChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase, void sub_6FF08(int, DBloodActor* actor) { - sfxPlay3DSound(&actor->s(), 2503, -1, 0); + sfxPlay3DSound(actor, 2503, -1, 0); } void sub_6FF54(int, DBloodActor* actor) { - sfxPlay3DSound(&actor->s(), 2500, -1, 0); + sfxPlay3DSound(actor, 2500, -1, 0); } void podAttack(int, DBloodActor* actor) @@ -85,9 +85,9 @@ void podAttack(int, DBloodActor* actor) if (pDudeInfo->seeDist*0.1 < nDist) { if (Chance(0x8000)) - sfxPlay3DSound(pSprite, 2474, -1, 0); + sfxPlay3DSound(actor, 2474, -1, 0); else - sfxPlay3DSound(pSprite, 2475, -1, 0); + sfxPlay3DSound(actor, 2475, -1, 0); pMissile = actFireThing(actor, 0, -8000, dz/128-14500, kThingPodGreenBall, (nDist2<<23)/120); } if (pMissile) @@ -97,7 +97,7 @@ void podAttack(int, DBloodActor* actor) dz += 8000; if (pDudeInfo->seeDist*0.1 < nDist) { - sfxPlay3DSound(pSprite, 2454, -1, 0); + sfxPlay3DSound(actor, 2454, -1, 0); pMissile = actFireThing(actor, 0, -8000, dz/128-14500, kThingPodFireBall, (nDist2<<23)/120); } if (pMissile) @@ -111,7 +111,7 @@ void podAttack(int, DBloodActor* actor) void sub_70284(int, DBloodActor* actor) { auto pSprite = &actor->s(); - sfxPlay3DSound(pSprite, 2502, -1, 0); + sfxPlay3DSound(actor, 2502, -1, 0); int nDist, nBurn; DAMAGE_TYPE dmgType; switch (pSprite->type) { diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index 5bafdc5f8..1edc43edf 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -197,7 +197,7 @@ void punchCallback(int, DBloodActor* actor) int dz = nZOffset1 - nZOffset2; if (!playGenDudeSound(pSprite, kGenDudeSndAttackMelee)) - sfxPlay3DSound(pSprite, 530, 1, 0); + sfxPlay3DSound(actor, 530, 1, 0); actFireVector(actor, 0, 0, dx, dy, dz,kVectorGenDudePunch); } @@ -295,7 +295,7 @@ static void ThrowThing(DBloodActor* actor, bool impact) const THINGINFO* pThinkInfo = &thingInfo[curWeapon - kThingBase]; if (!gThingInfoExtra[curWeapon - kThingBase].allowThrow) return; else if (!playGenDudeSound(pSprite, kGenDudeSndAttackThrow)) - sfxPlay3DSound(pSprite, 455, -1, 0); + sfxPlay3DSound(actor, 455, -1, 0); int zThrow = 14500; int dx = pTarget->x - pSprite->x; @@ -357,7 +357,7 @@ static void ThrowThing(DBloodActor* actor, bool impact) if (pLeech != NULL) pXThing->health = pXLeech->health; else pXThing->health = ((pThinkInfo->startHealth << 4) * gGameOptions.nDifficulty) >> 1; - sfxPlay3DSound(pSprite, 490, -1, 0); + sfxPlay3DSound(actor, 490, -1, 0); pXThing->data3 = 512 / (gGameOptions.nDifficulty + 1); pThing->cstat &= ~CSTAT_SPRITE_BLOCK; diff --git a/source/games/blood/src/aizomba.cpp b/source/games/blood/src/aizomba.cpp index 34d40f37a..d44bd6995 100644 --- a/source/games/blood/src/aizomba.cpp +++ b/source/games/blood/src/aizomba.cpp @@ -81,7 +81,7 @@ void HackSeqCallback(int, DBloodActor* actor) void StandSeqCallback(int, DBloodActor* actor) { - sfxPlay3DSound(&actor->s(), 1102, -1, 0); + sfxPlay3DSound(actor, 1102, -1, 0); } static void zombaThinkSearch(DBloodActor* actor)