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https://github.com/ZDoom/raze-gles.git
synced 2025-01-11 18:50:46 +00:00
- removed all leftover dependencies on the old sound backend.
This commit is contained in:
parent
591ace496f
commit
3f9657b96a
24 changed files with 13 additions and 48 deletions
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@ -24,7 +24,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "fx_man.h"
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#include "common_game.h"
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//#include "blood.h"
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#include "view.h"
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@ -27,7 +27,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "mmulti.h"
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#include "compat.h"
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#include "renderlayer.h"
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#include "fx_man.h"
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#include "common.h"
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#include "common_game.h"
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@ -72,6 +71,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "m_argv.h"
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#include "statistics.h"
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#include "menu/menu.h"
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#include "sound/s_soundinternal.h"
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#ifdef _WIN32
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# include <shellapi.h>
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@ -1365,7 +1365,7 @@ RESTART:
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{
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UpdateDacs(0, true);
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Mus_Stop();
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FX_StopAllSounds_();
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soundEngine->StopAllChannels();
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gQuitGame = 0;
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gQuitRequest = 0;
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gRestartGame = 0;
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@ -26,7 +26,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "build.h"
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#include "compat.h"
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#include "SmackerDecoder.h"
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#include "fx_man.h"
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#include "common_game.h"
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#include "blood.h"
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#include "config.h"
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@ -36,6 +35,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "screen.h"
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#include "sound.h"
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#include "view.h"
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#include "sound/s_soundinternal.h"
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BEGIN_BLD_NS
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@ -282,7 +282,7 @@ void credPlaySmk(const char *_pzSMK, const char *_pzWAV, int nWav)
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Smacker_Close(hSMK);
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ctrlClearAllInput();
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FX_StopAllSounds_();
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soundEngine->StopAllChannels();
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videoSetPalette(0, 0, 8+2);
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tileDelete(kSMKTile);
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Bfree(pzSMK_);
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@ -26,7 +26,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "build.h"
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#include "common.h"
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#include "mmulti.h"
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#include "fx_man.h"
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#include "common_game.h"
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#include "blood.h"
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#include "endgame.h"
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@ -42,6 +41,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "statistics.h"
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#include "gamemenu.h"
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#include "gstrings.h"
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#include "sound/s_soundinternal.h"
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BEGIN_BLD_NS
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@ -119,8 +119,7 @@ void CEndGameMgr::Finish(void)
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{
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levelSetupOptions(gGameOptions.nEpisode, gNextLevel);
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gInitialNetPlayers = numplayers;
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FX_StopAllSounds_();
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sndKillAllSounds();
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soundEngine->StopAllChannels();
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gStartNewGame = 1;
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gInputMode = (INPUT_MODE)at1;
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at0 = 0;
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@ -26,7 +26,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "build.h"
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#include "compat.h"
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#include "common_game.h"
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#include "fx_man.h"
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#include "config.h"
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#include "gameutil.h"
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@ -25,7 +25,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "build.h"
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#include "compat.h"
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#include "music.h"
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#include "fx_man.h"
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#include "common_game.h"
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#include "config.h"
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#include "levels.h"
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@ -36,7 +36,6 @@
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#include "c_cvars.h"
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#include "common.h"
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#include "fx_man.h"
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#include "baselayer.h"
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#include "gameconfigfile.h"
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#include "gamecontrol.h"
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@ -138,11 +137,6 @@ CVARD(Bool, snd_doppler, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable
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CVARD(Bool, mus_restartonload, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "restart the music when loading a saved game with the same map or not") // only implemented for Blood - todo: generalize
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CVARD(Bool, mus_redbook, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_FRONTEND_BLOOD, "enables/disables redbook audio (Blood only!)") // only Blood has assets for this.
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CUSTOM_CVARD(Bool, snd_reversestereo, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL, "reverses the stereo channels")
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{
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FX_SetReverseStereo(self);
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}
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CUSTOM_CVARD(Int, snd_fxvolume, 255, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "controls volume for sound effects")
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{
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if (self < 0) self = 0;
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@ -40,7 +40,6 @@ EXTERN_CVAR(Bool, snd_doppler)
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EXTERN_CVAR(Bool, mus_enabled)
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EXTERN_CVAR(Bool, mus_restartonload)
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EXTERN_CVAR(Bool, mus_redbook)
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EXTERN_CVAR(Bool, snd_reversestereo)
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EXTERN_CVAR(Int, snd_fxvolume)
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EXTERN_CVAR(Int, snd_mixrate)
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EXTERN_CVAR(Int, snd_numchannels)
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@ -48,12 +48,12 @@
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#include "printf.h"
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#include "v_draw.h"
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#include "gamecontrol.h"
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#include "fx_man.h"
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#include "pragmas.h"
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#include "build.h"
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#include "baselayer.h"
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#include "statistics.h"
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#include "input/m_joy.h"
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#include "sound/s_soundinternal.h"
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void RegisterDukeMenus();
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void RegisterRedneckMenus();
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@ -366,7 +366,7 @@ void M_StartControlPanel (bool makeSound)
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created = true;
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M_CreateMenus();
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}
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FX_StopAllSounds_();
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soundEngine->StopAllChannels();
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gi->MenuOpened();
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if (makeSound) gi->MenuSound(ActivateSound);
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@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "keys.h"
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#include "mytypes.h"
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#include "fx_man.h"
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#include "music.h"
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#include "gamedefs.h"
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@ -34,7 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "mytypes.h"
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#include "gamedefs.h"
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#include "gamecontrol.h"
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#include "fx_man.h"
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#include "sounds.h"
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#include "config.h"
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#include "common_game.h"
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@ -43,7 +43,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "gamedefs.h"
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#include "config.h"
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#include "network.h"
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#include "fx_man.h"
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#include "music.h"
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#include "text.h"
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#include "version.h"
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@ -247,12 +246,11 @@ void GameInterface::StartGame(FGameStartup& gs)
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else if (Skill == 3)
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PlaySound(DIGI_NOPAIN, v3df_none, CHAN_VOICE);
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if (handle > FX_Ok)
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while (soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE))
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{
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DoUpdateSounds();
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handleevents();
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}
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while (soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE))
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{
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DoUpdateSounds();
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handleevents();
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}
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}
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FSavegameInfo GameInterface::GetSaveSig()
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@ -60,7 +60,6 @@ Things required to make savegames work:
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#include "lists.h"
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#include "network.h"
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#include "pal.h"
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#include "fx_man.h"
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#include "input.h"
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#include "mytypes.h"
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@ -1392,7 +1391,6 @@ void NewLevel(void)
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{
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if (DemoPlaying)
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{
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FX_SetVolume(0); // Shut the hell up while game is loading!
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InitLevel();
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InitRunLevel();
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@ -1415,7 +1413,6 @@ void NewLevel(void)
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}
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else
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{
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FX_SetVolume(0); // Shut the hell up while game is loading!
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InitLevel();
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RunLevel();
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STAT_Update(false);
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@ -2743,9 +2740,6 @@ void InitRunLevel(void)
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SetRedrawScreen(Player + myconnectindex);
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snd_reversestereo.Callback();
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snd_fxvolume.Callback();
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FX_SetVolume(snd_fxvolume); // Turn volume back up
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if (snd_ambience)
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StartAmbientSound();
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}
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@ -2757,8 +2751,6 @@ void RunLevel(void)
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int i;
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InitRunLevel();
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FX_SetVolume(snd_fxvolume);
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#if 0
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waitforeverybody();
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#endif
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@ -49,7 +49,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "gamedefs.h"
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#include "config.h"
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#include "network.h"
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#include "fx_man.h"
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#include "music.h"
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#include "text.h"
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#include "version.h"
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@ -34,7 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "tags.h"
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#include "ai.h"
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#include "quake.h"
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#include "fx_man.h"
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#include "actor.h"
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#include "sector.h"
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#include "sprite.h"
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@ -43,7 +43,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "player.h"
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#include "weapon.h"
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#include "fx_man.h"
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#include "menu/menu.h"
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#include "swcvar.h"
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#include "sound/s_soundinternal.h"
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@ -50,7 +50,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "pal.h"
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#include "demo.h"
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#include "mclip.h"
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#include "fx_man.h"
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#include "sprite.h"
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#include "weapon.h"
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@ -36,7 +36,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "actor.h"
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#include "sprite.h"
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#include "track.h"
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#include "fx_man.h"
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BEGIN_SW_NS
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@ -48,7 +48,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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//#define FILE_TYPE 1
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#include "mfile.h"
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#include "fx_man.h"
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#include "music.h"
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#include "weapon.h"
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@ -1223,7 +1222,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
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MUS_ResumeSaved();
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if (snd_ambience)
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StartAmbientSound();
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FX_SetVolume(snd_fxvolume);
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TRAVERSE_CONNECT(i)
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{
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@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "game.h"
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#include "mytypes.h"
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#include "fx_man.h"
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#include "music.h"
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#include "gamedefs.h"
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@ -32,7 +32,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "names2.h"
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#include "mytypes.h"
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#include "fx_man.h"
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#include "music.h"
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#include "al_midi.h"
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#include "gamedefs.h"
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@ -33,7 +33,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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//#include "settings.h"
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#include "mytypes.h"
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#include "fx_man.h"
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#include "gamedefs.h"
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#include "common_game.h"
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#include "config.h"
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@ -35,7 +35,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "quake.h"
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#include "actor.h"
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#include "track.h"
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#include "fx_man.h"
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#include "gamecontrol.h"
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#include "mapinfo.h"
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@ -1327,7 +1327,6 @@ OptionMenu AdvSoundOptions //protected
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Title "$ADVSNDMNU_TITLE"
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Option "$ADVSNDMNU_SAMPLERATE", "snd_mixrate", "SampleRates"
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//Option "$ADVSNDMNU_HRTF", "snd_hrtf", "AutoOffOn"
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Option "$ADVSNDMNU_FLIPSTEREO", "snd_reversestereo", "OnOff"
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StaticText " "
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//Option "$SNDMNU_BACKGROUND", "i_soundinbackground", "OnOff"
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//StaticText " "
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