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gameexec.c: factor code for "ifnosounds" into sounds.c: A_CheckAnySoundPlaying.
git-svn-id: https://svn.eduke32.com/eduke32@3365 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 20 additions and 16 deletions
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@ -5084,22 +5084,8 @@ nullquote:
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case CON_IFNOSOUNDS:
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{
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int32_t j = MAXSOUNDS-1;
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for (; j>=0; j--)
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{
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int32_t k = 0;
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for (; k<MAXSOUNDINSTANCES; k++)
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{
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if (g_sounds[j].SoundOwner[k].ow == vm.g_i)
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break;
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}
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if (k != MAXSOUNDINSTANCES)
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break;
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}
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VM_CONDITIONAL(j < 0);
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int32_t j = !A_CheckAnySoundPlaying(vm.g_i);
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VM_CONDITIONAL(j);
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}
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continue;
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@ -913,6 +913,23 @@ int32_t A_CheckSoundPlaying(int32_t i, int32_t num)
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return (i == -1) ? g_sounds[num].num : 0;
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}
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// Check if actor <i> is playing any sound.
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int32_t A_CheckAnySoundPlaying(int32_t i)
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{
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int32_t j;
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for (j=g_maxSoundPos; j>=0; j--)
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{
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int32_t k;
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for (k=0; k<MAXSOUNDINSTANCES; k++)
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if (g_sounds[j].SoundOwner[k].ow == i)
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return 1;
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}
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return 0;
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}
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int32_t S_CheckSoundPlaying(int32_t i, int32_t num)
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{
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if (num > g_maxSoundPos || num < 0) return 0;
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@ -75,6 +75,7 @@ extern int32_t g_numEnvSoundsPlaying,g_maxSoundPos;
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int32_t A_CheckSoundPlaying(int32_t i,int32_t num);
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int32_t A_PlaySound(uint32_t num,int32_t i);
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void S_Callback(uint32_t num);
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int32_t A_CheckAnySoundPlaying(int32_t i);
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int32_t S_CheckSoundPlaying(int32_t i,int32_t num);
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void S_Cleanup(void);
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void S_ClearSoundLocks(void);
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