mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-31 04:20:42 +00:00
- everything compiles again.
Still needs testing.
This commit is contained in:
parent
915b566612
commit
01fce31f43
21 changed files with 511 additions and 447 deletions
|
@ -34,6 +34,7 @@
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*/
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#include "mapinfo.h"
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#include "raze_music.h"
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MapRecord mapList[512]; // Due to how this gets used it needs to be static. EDuke defines 7 episode plus one spare episode with 64 potential levels each and relies on the static array which is freely accessible by scripts.
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MapRecord *currentLevel; // level that is currently played. (The real level, not what script hacks modfifying the current level index can pretend.)
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@ -70,11 +71,11 @@ MapRecord *FindMapByLevelNum(int num)
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MapRecord *FindNextMap(MapRecord *thismap)
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{
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if (thismap->nextLevel != -1) return mapList[thismap->nextlevel];
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if (thismap->nextLevel != -1) return &mapList[thismap->nextLevel];
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return FindMapByLevelNum(thismap->levelNumber+1);
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}
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bool SetMusicForMap(const char* mapname, const char* music, bool namehack = false)
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bool SetMusicForMap(const char* mapname, const char* music, bool namehack)
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{
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static const char* specials[] = { "intro", "briefing", "loading" };
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for (int i = 0; i < 3; i++)
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@ -86,10 +87,10 @@ bool SetMusicForMap(const char* mapname, const char* music, bool namehack = fals
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}
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}
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int index = FindMapByName(mapname);
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auto index = FindMapByName(mapname);
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// This is for the DEFS parser's MUSIC command which never bothered to check for the real map name.
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if (index < 0 && namehack)
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if (index == nullptr && namehack)
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{
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int lev, ep;
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signed char b1, b2;
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@ -102,21 +103,21 @@ bool SetMusicForMap(const char* mapname, const char* music, bool namehack = fals
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index = FindMapByLevelNum(ep*100 + lev);
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}
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if (index >= 0)
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if (index != nullptr)
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{
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mapList[index].music = music;
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index->music = music;
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return true;
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}
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return false;
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}
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MapRecord *AlloocateMap()
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MapRecord *AllocateMap()
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{
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return &mapList[numUsedSlots++];
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}
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MapRecord* SetupUserMap(const char* boardfilename)
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MapRecord* SetupUserMap(const char* boardfilename, const char *defaultmusic)
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{
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for (unsigned i = 0; i < numUsedSlots; i++)
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{
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@ -126,11 +127,11 @@ MapRecord* SetupUserMap(const char* boardfilename)
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return ↦
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}
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}
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auto map = AllocateMap()
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auto map = AllocateMap();
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map->name = "";
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map->SetFileName(boardfilename);
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map->flags = MI_USERMAP|MI_FORCEEOG;
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map->music = G_SetupFilenameBasedMusic(boardfilename, !isRR() ? "dethtoll.mid" : nullptr);
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map->music = G_SetupFilenameBasedMusic(boardfilename, defaultmusic);
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return map;
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}
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@ -78,6 +78,8 @@ void InitRREndMap();
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MapRecord *FindMapByName(const char *nm);
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MapRecord *FindMapByLevelNum(int num);
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MapRecord *FindNextMap(MapRecord *thismap);
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MapRecord* SetupUserMap(const char* boardfilename, const char *defaultmusic = nullptr);
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MapRecord* AllocateMap();
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enum
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{
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@ -305,13 +305,14 @@ int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu)
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}
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int savever;
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FString engine, gamegrp, mapgrp, title, filename;
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FString engine, gamegrp, mapgrp, title, filename, label;
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arc("Save Version", savever)
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("Engine", engine)
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("Game Resource", gamegrp)
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("Map Resource", mapgrp)
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("Title", title)
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("Nap Label", label)
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("Map File", filename);
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auto savesig = gi->GetSaveSig();
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@ -324,25 +325,16 @@ int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu)
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return 0;
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}
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MapRecord *curLevel = nullptr;
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MapRecord *curLevel = FindMapByName(label);
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if (strncmp(filename, "file://", 7) != 0)
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// If the map does not exist, check if it's a user map.
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if (!curLevel)
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{
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for (auto& mr : mapList)
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{
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if (mr.fileName.Compare(filename) == 0)
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{
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curLevel = &mr;
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}
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}
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}
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else
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{
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curLevel = &userMapRecord;
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curLevel = AllocateMap();
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if (!formenu)
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{
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userMapRecord.name = "";
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userMapRecord.SetFileName(filename);
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curLevel->name = "";
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curLevel->SetFileName(filename);
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}
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}
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if (!curLevel) return 0;
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@ -1744,7 +1744,6 @@ int G_EnterLevel(int gameMode)
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auto &p0 = *g_player[0].ps;
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int16_t playerAngle;
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char levelName[BMAX_PATH];
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NET_75_CHECK++; // a major problem with how STAT_NETALLOC works, is that loadboard loads sprites directly into the arrays and does not take from
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// STAT_NETALLOC, even though the loaded sprites are very, very likely to be relevant to the netcode.
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@ -30,6 +30,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_EDUKE_NS
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extern MapRecord userMapRecord;
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class DukeSoundEngine : public SoundEngine
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{
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@ -600,7 +600,6 @@ void dobonus_r(bool bonusonly, CompletionFunc completion)
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class DRRLoadScreen : public DScreenJob
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{
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std::function<int(void)> callback;
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std::function<int(void)> callback;
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MapRecord* rec;
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@ -2139,7 +2139,7 @@ static void rrra_specialstats()
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{
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ps[screenpeek].gm = MODE_EOL;
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ud.eog = 1;
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ud.nextLevel = FindNextMap(currentLevel);
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ud.nextLevel = nullptr;
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}
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}
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@ -43,7 +43,7 @@ bool cheatStuff(cheatseq_t* s);
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bool cheatKeys(cheatseq_t* s);
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bool cheatInventory(cheatseq_t* s);
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static void dowarp(int volume, int level)
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static void dowarp(MapRecord *map)
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{
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ud.m_monsters_off = ud.monsters_off = 0;
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@ -54,10 +54,10 @@ static void dowarp(int volume, int level)
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if (ps[myconnectindex].gm & MODE_GAME)
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{
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G_NewGame(volume, level, ud.m_player_skill);
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G_NewGame(map, ud.m_player_skill);
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ps[myconnectindex].gm = MODE_RESTART;
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}
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else G_NewGame_EnterLevel(volume, level, ud.m_player_skill);
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else G_NewGame_EnterLevel(map, ud.m_player_skill);
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}
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static int ccmd_levelwarp(CCmdFuncPtr parm)
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@ -71,7 +71,13 @@ static int ccmd_levelwarp(CCmdFuncPtr parm)
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Printf(TEXTCOLOR_RED "Invalid level!: E%sL%s\n", parm->parms[0], parm->parms[1]);
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return CCMD_OK;
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}
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dowarp(e - 1, m - 1);
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auto map = FindMapByLevelNum(levelnum(e - 1, m - 1));
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if (!map)
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{
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Printf(TEXTCOLOR_RED "Level not found!: E%sL%s\n", parm->parms[0], parm->parms[1]);
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return CCMD_OK;
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}
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dowarp(map);
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return CCMD_OK;
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}
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@ -89,36 +95,26 @@ static int ccmd_map(CCmdFuncPtr parm)
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Printf(TEXTCOLOR_RED "map: file \"%s\" not found.\n", mapname.GetChars());
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return CCMD_OK;
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}
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int volume, level;
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// Check if the map is already defined.
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for (int i = 0; i < 512; i++)
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auto map = FindMapByName(mapname);
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if (map == nullptr)
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{
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if (mapList[i].labelName.CompareNoCase(mapname) == 0)
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// got a user map
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if (VOLUMEONE)
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{
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volume = i / MAXLEVELS;
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level = i % MAXLEVELS;
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goto foundone;
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Printf(TEXTCOLOR_RED "Cannot use user maps in shareware.\n");
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return CCMD_OK;
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}
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DefaultExtension(mapname, ".map");
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if (mapname[0] != '/') mapname.Insert(0, "/");
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map = SetupUserMap(mapname, !isRR() ? "dethtoll.mid" : nullptr);
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}
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if (VOLUMEONE)
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{
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Printf(TEXTCOLOR_RED "Cannot use user maps in shareware.\n");
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return CCMD_OK;
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}
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// Treat as user map if not found in the list of regular maps.
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boardfilename[0] = '/';
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boardfilename[1] = 0;
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volume = 0;
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level = 7;
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DefaultExtension(mapname, ".map");
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strcat(boardfilename, mapname);
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foundone:
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if (numplayers > 1)
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{
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return CCMD_OK;
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}
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dowarp(volume, level);
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dowarp(map);
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return CCMD_OK;
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}
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@ -179,8 +179,10 @@ static bool cheatLevel(cheatseq_t *s)
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levnume = (s->Args[1] - '0')*10+(s->Args[2]-'0') - 1;
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// Instead of hard coded range checks on volume and level, let's just check if the level is defined.
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if (mapList[volnume*MAXLEVELS + levnume].fileName.IsNotEmpty())
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auto map = FindMapByLevelNum(levelnum(volnume, levnume));
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if (map)
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{
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ud.nextLevel = map;
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FX_StopAllSounds();
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FX_SetReverb(0);
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ps[myconnectindex].gm |= MODE_RESTART;
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@ -40,6 +40,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "gstrings.h"
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#include "version.h"
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#include "names.h"
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#include "mapinfo.h"
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#include "../../glbackend/glbackend.h"
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@ -317,7 +318,11 @@ void GameInterface::StartGame(FNewGameStartup& gs)
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ud.m_respawn_items = 0;
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ud.m_respawn_inventory = 0;
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ud.multimode = 1;
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G_NewGame_EnterLevel(gs.Episode, gs.Level, ud.m_player_skill);
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auto map = FindMapByLevelNum(levelnum(gs.Episode, gs.Level));
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if (map)
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{
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G_NewGame_EnterLevel(map, ud.m_player_skill);
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}
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}
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@ -220,5 +220,6 @@ void prelevel_d(int g);
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void prelevel_r(int g);
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void e4intro(CompletionFunc completion);
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void clearfrags(void);
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int exitlevel();
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END_DUKE_NS
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@ -45,8 +45,6 @@ extern int rtsplaying;
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#ifndef ONLY_USERDEFS
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extern char boardfilename[BMAX_PATH];
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#define USERMAPMUSICFAKEVOLUME MAXVOLUMES
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#define USERMAPMUSICFAKELEVEL (MAXLEVELS-1)
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extern int32_t g_Shareware;
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extern int32_t cameraclock;
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@ -90,11 +88,11 @@ static inline int32_t calc_smoothratio(ClockTicks totalclk, ClockTicks ototalclk
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}
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static inline void G_NewGame_EnterLevel(int volume, int level, int skill)
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static inline void G_NewGame_EnterLevel(MapRecord *map, int skill)
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{
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G_NewGame(volume, level, skill);
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G_NewGame(map, skill);
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if (G_EnterLevel(MODE_GAME))
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if (enterlevel(map, MODE_GAME))
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G_BackToMenu();
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}
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@ -42,6 +42,7 @@ into many sub-files.
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#include "menu.h"
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#include "global.h"
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#include "m_argv.h"
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#include "sounds.h"
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BEGIN_DUKE_NS
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@ -63,6 +64,16 @@ extern int* labelcode;
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TArray<int> ScriptCode;
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struct TempMusic
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{
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int levnum;
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FString music;
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};
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// This is for situations where the music gets defined before the map. Since the map records do not exist yet, we need a temporary buffer.
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static TArray<TempMusic> tempMusic;
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//---------------------------------------------------------------------------
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//
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// synthesize the instruction list
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@ -752,35 +763,40 @@ int parsecommand()
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popscriptvalue();
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transnum(); // Volume Number (0/4)
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k = popscriptvalue() - 1;
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if (k < 0) specialmusic.Clear();
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if (k == -1) k = MAXVOLUMES;
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if (k >= 0) // if it's background music
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i = 0;
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// get the file name...
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while (keyword() == -1)
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{
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i = 0;
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// get the file name...
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while (keyword() == -1)
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while (isaltok(*textptr) == 0)
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{
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while (isaltok(*textptr) == 0)
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{
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if (*textptr == 0x0a) line_number++;
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textptr++;
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if (*textptr == 0) break;
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}
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j = 0;
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parsebuffer.Clear();
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while (isaltok(*(textptr + j)))
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{
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parsebuffer.Push(textptr[j]);
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j++;
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}
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parsebuffer.Push(0);
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mapList[(MAXLEVELS * k) + i].music = parsebuffer.Data();
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textptr += j;
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if (i > MAXLEVELS) break;
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i++;
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if (*textptr == 0x0a) line_number++;
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textptr++;
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if (*textptr == 0) break;
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}
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j = 0;
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parsebuffer.Clear();
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while (isaltok(*(textptr + j)))
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{
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parsebuffer.Push(textptr[j]);
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j++;
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}
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parsebuffer.Push(0);
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if (k >= 0)
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{
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tempMusic.Reserve(1);
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tempMusic.Last().levnum = levelnum(k, i);
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tempMusic.Last().music = parsebuffer.Data();
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textptr += j;
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}
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else
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{
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specialmusic.Push(parsebuffer.Data());
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}
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i++;
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}
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return 0;
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}
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case concmd_include:
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@ -1395,6 +1411,7 @@ int parsecommand()
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return 0;
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case concmd_definelevelname:
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{
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popscriptvalue();
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transnum();
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j = popscriptvalue();
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@ -1410,22 +1427,25 @@ int parsecommand()
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textptr++, i++;
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}
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parsebuffer.Push(0);
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mapList[j * MAXLEVELS + k].SetFileName(parsebuffer.Data());
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auto levnum = levelnum(j, k);
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auto map = FindMapByLevelNum(levnum);
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if (!map) map = AllocateMap();
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map->SetFileName(parsebuffer.Data());
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while (*textptr == ' ') textptr++;
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mapList[j * MAXLEVELS + k].parTime =
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map->parTime =
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(((*(textptr + 0) - '0') * 10 + (*(textptr + 1) - '0')) * 26 * 60) +
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(((*(textptr + 3) - '0') * 10 + (*(textptr + 4) - '0')) * 26);
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textptr += 5;
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while (*textptr == ' ') textptr++;
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mapList[j * MAXLEVELS + k].designerTime =
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map->designerTime =
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(((*(textptr + 0) - '0') * 10 + (*(textptr + 1) - '0')) * 26 * 60) +
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(((*(textptr + 3) - '0') * 10 + (*(textptr + 4) - '0')) * 26);
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mapList[j * MAXLEVELS + k].levelNumber = k + j * 100;
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map->levelNumber = levnum;
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textptr += 5;
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while (*textptr == ' ') textptr++;
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|
@ -1439,9 +1459,9 @@ int parsecommand()
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textptr++, i++;
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}
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parsebuffer.Push(0);
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mapList[j * MAXLEVELS + k].name = parsebuffer.Data();
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map->name = parsebuffer.Data();
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return 0;
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}
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case concmd_definequote:
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popscriptvalue();
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transnum();
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@ -1703,6 +1723,12 @@ void loadcons(const char* filenam)
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// These can only be retrieved AFTER loading the scripts.
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InitGameVarPointers();
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ResetSystemDefaults();
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for (auto& tm : tempMusic)
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{
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auto map = FindMapByLevelNum(tm.levnum);
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if (map) map->music = tm.music;
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}
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tempMusic.Clear();
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}
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@ -560,6 +560,7 @@ void InitGameVarPointers(void)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
// These are deliberately not stored in accessible variables anymore
|
||||
int getmap() { return mapfromlevelnum(currentLevel->levelNumber); }
|
||||
int getvol() { return volfromlevelnum(currentLevel->levelNumber); }
|
||||
|
||||
|
|
|
@ -40,15 +40,12 @@ BEGIN_DUKE_NS
|
|||
|
||||
#define MOVEFIFOSIZ 256
|
||||
|
||||
#define MAXLEVELS 64
|
||||
#define MAXGAMETYPES 16
|
||||
|
||||
enum {
|
||||
MUS_FIRST_SPECIAL = MAXVOLUMES * MAXLEVELS,
|
||||
|
||||
MUS_INTRO = MUS_FIRST_SPECIAL,
|
||||
MUS_BRIEFING = MUS_FIRST_SPECIAL + 1,
|
||||
MUS_LOADING = MUS_FIRST_SPECIAL + 2,
|
||||
MUS_INTRO = 0,
|
||||
MUS_BRIEFING = 1,
|
||||
MUS_LOADING = 2,
|
||||
};
|
||||
|
||||
|
||||
|
@ -127,8 +124,7 @@ G_EXTERN int32_t g_earthquakeTime;
|
|||
G_EXTERN int32_t g_freezerSelfDamage;
|
||||
#define freezerhurtowner g_freezerSelfDamage
|
||||
G_EXTERN int32_t g_gameQuit;
|
||||
G_EXTERN int32_t g_globalRandom;
|
||||
#define global_random g_globalRandom
|
||||
G_EXTERN int32_t global_random;
|
||||
G_EXTERN int32_t impact_damage;
|
||||
extern int32_t labelcnt;
|
||||
G_EXTERN int32_t g_maxPlayerHealth;
|
||||
|
@ -220,7 +216,7 @@ G_EXTERN int16_t fakebubba_spawn, mamaspawn_count, banjosound, g_bellTime, BellS
|
|||
#define BellTime g_bellTime
|
||||
#define word_119BE0 BellSprite
|
||||
G_EXTERN uint8_t g_spriteExtra[MAXSPRITES], g_sectorExtra[MAXSECTORS]; // move these back into the base structs!
|
||||
G_EXTERN uint8_t enemysizecheat, ufospawnsminion, pistonsound, chickenphase, RRRA_ExitedLevel, RRRA_EndEpisode, fogactive;
|
||||
G_EXTERN uint8_t enemysizecheat, ufospawnsminion, pistonsound, chickenphase, RRRA_ExitedLevel, fogactive;
|
||||
G_EXTERN int32_t g_cdTrack;
|
||||
#define raat607 enemysizecheat // only as a reminder
|
||||
#define raat605 chickenphase
|
||||
|
@ -241,7 +237,6 @@ G_EXTERN player_orig po[MAXPLAYERS];
|
|||
#pragma pack(pop)
|
||||
|
||||
G_EXTERN uint32_t everyothertime;
|
||||
G_EXTERN uint32_t g_moveThingsCount;
|
||||
G_EXTERN double g_gameUpdateTime;
|
||||
G_EXTERN double g_gameUpdateAndDrawTime;
|
||||
#define GAMEUPDATEAVGTIMENUMSAMPLES 100
|
||||
|
|
|
@ -908,17 +908,6 @@ int enterlevel(MapRecord *mi, int gamemode)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void setmapfog(int fogtype)
|
||||
{
|
||||
GLInterface.SetMapFog(fogtype != 0);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Ideally this will become the only place where map progression gets set up.
|
||||
|
@ -964,4 +953,58 @@ bool setnextmap(bool checksecretexit)
|
|||
return false;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int exitlevel(void)
|
||||
{
|
||||
bool endofgame = ud.eog || (currentLevel->flags & MI_FORCEEOG) || ud.nextLevel == nullptr;
|
||||
STAT_Update(endofgame);
|
||||
setpal(&ps[myconnectindex]);
|
||||
|
||||
if (ps[myconnectindex].gm & MODE_RESTART)
|
||||
{
|
||||
ud.nextLevel = currentLevel;
|
||||
}
|
||||
|
||||
if (ps[myconnectindex].gm & MODE_EOL)
|
||||
{
|
||||
ready2send = 0;
|
||||
dobonus(0);
|
||||
|
||||
// Clear potentially loaded per-map ART only after the bonus screens.
|
||||
artClearMapArt();
|
||||
|
||||
if (endofgame)
|
||||
{
|
||||
ud.eog = 0;
|
||||
if (ud.multimode < 2)
|
||||
{
|
||||
if (!VOLUMEALL)
|
||||
doorders([](bool) {});
|
||||
ps[myconnectindex].gm = 0;
|
||||
return 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
ud.nextLevel = FindMapByLevelNum(0);
|
||||
if (!ud.nextLevel) return 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ready2send = 0;
|
||||
|
||||
if (numplayers > 1)
|
||||
ps[myconnectindex].gm = MODE_GAME;
|
||||
|
||||
int res = enterlevel(ud.nextLevel, ps[myconnectindex].gm);
|
||||
ud.nextLevel = nullptr;
|
||||
return res ? 2 : 1;
|
||||
}
|
||||
|
||||
|
||||
END_DUKE_NS
|
|
@ -29,10 +29,8 @@ BEGIN_DUKE_NS
|
|||
|
||||
extern int16_t ambientlotag[64];
|
||||
extern int16_t ambienthitag[64];
|
||||
int G_EnterLevel(MapRecord *mi, int gameMode);
|
||||
int G_FindLevelByFile(const char *fileName);
|
||||
void G_NewGame(int volumeNum, int levelNum, int skillNum);
|
||||
void G_ResetTimers(uint8_t keepgtics);
|
||||
int enterlevel(MapRecord *mi, int gameMode);
|
||||
void G_NewGame(MapRecord *mi, int skillNum);
|
||||
void P_ResetPlayer(int pn);
|
||||
void G_ResetInterpolations(void);
|
||||
void G_InitRRRASkies(void);
|
||||
|
|
|
@ -44,35 +44,37 @@ source as it is released.
|
|||
|
||||
BEGIN_DUKE_NS
|
||||
|
||||
TArray<FString> specialmusic;
|
||||
|
||||
class DukeSoundEngine : public SoundEngine
|
||||
{
|
||||
// client specific parts of the sound engine go in this class.
|
||||
void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan) override;
|
||||
TArray<uint8_t> ReadSound(int lumpnum) override;
|
||||
// client specific parts of the sound engine go in this class.
|
||||
void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan) override;
|
||||
TArray<uint8_t> ReadSound(int lumpnum) override;
|
||||
|
||||
public:
|
||||
DukeSoundEngine()
|
||||
{
|
||||
S_Rolloff.RolloffType = ROLLOFF_Doom; // Seems like Duke uses the same rolloff type as Doom.
|
||||
S_Rolloff.MinDistance = 144; // was originally 576 which looks like a bug and sounds like crap.
|
||||
S_Rolloff.MaxDistance = 1088;
|
||||
}
|
||||
DukeSoundEngine()
|
||||
{
|
||||
S_Rolloff.RolloffType = ROLLOFF_Doom; // Seems like Duke uses the same rolloff type as Doom.
|
||||
S_Rolloff.MinDistance = 144; // was originally 576 which looks like a bug and sounds like crap.
|
||||
S_Rolloff.MaxDistance = 1088;
|
||||
}
|
||||
|
||||
void StopChannel(FSoundChan* chan) override
|
||||
{
|
||||
if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
|
||||
{
|
||||
chan->Source = NULL;
|
||||
chan->SourceType = SOURCE_Unattached;
|
||||
}
|
||||
SoundEngine::StopChannel(chan);
|
||||
}
|
||||
void StopChannel(FSoundChan* chan) override
|
||||
{
|
||||
if (chan && chan->SysChannel != NULL && !(chan->ChanFlags & CHANF_EVICTED) && chan->SourceType == SOURCE_Actor)
|
||||
{
|
||||
chan->Source = NULL;
|
||||
chan->SourceType = SOURCE_Unattached;
|
||||
}
|
||||
SoundEngine::StopChannel(chan);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
void S_InitSound()
|
||||
{
|
||||
soundEngine = new DukeSoundEngine;
|
||||
soundEngine = new DukeSoundEngine;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -83,8 +85,8 @@ void S_InitSound()
|
|||
|
||||
TArray<uint8_t> DukeSoundEngine::ReadSound(int lumpnum)
|
||||
{
|
||||
auto wlump = fileSystem.OpenFileReader(lumpnum);
|
||||
return wlump.Read();
|
||||
auto wlump = fileSystem.OpenFileReader(lumpnum);
|
||||
return wlump.Read();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -95,7 +97,7 @@ TArray<uint8_t> DukeSoundEngine::ReadSound(int lumpnum)
|
|||
|
||||
void S_PauseSounds(bool paused)
|
||||
{
|
||||
soundEngine->SetPaused(paused);
|
||||
soundEngine->SetPaused(paused);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -106,14 +108,14 @@ void S_PauseSounds(bool paused)
|
|||
|
||||
void cacheAllSounds(void)
|
||||
{
|
||||
auto& sfx = soundEngine->GetSounds();
|
||||
int i = 0;
|
||||
for(auto &snd : sfx)
|
||||
{
|
||||
soundEngine->CacheSound(&snd);
|
||||
if (((++i)&31) == 0)
|
||||
handleevents();
|
||||
}
|
||||
auto& sfx = soundEngine->GetSounds();
|
||||
int i = 0;
|
||||
for(auto &snd : sfx)
|
||||
{
|
||||
soundEngine->CacheSound(&snd);
|
||||
if (((++i)&31) == 0)
|
||||
handleevents();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -124,23 +126,23 @@ void cacheAllSounds(void)
|
|||
|
||||
static inline int S_GetPitch(int num)
|
||||
{
|
||||
auto const* snd = soundEngine->GetUserData(num+1);
|
||||
if (!snd) return 0;
|
||||
int const range = abs(snd[kPitchEnd] - snd[kPitchStart]);
|
||||
return (range == 0) ? snd[kPitchStart] : min(snd[kPitchStart], snd[kPitchEnd]) + rand() % range;
|
||||
auto const* snd = soundEngine->GetUserData(num+1);
|
||||
if (!snd) return 0;
|
||||
int const range = abs(snd[kPitchEnd] - snd[kPitchStart]);
|
||||
return (range == 0) ? snd[kPitchStart] : min(snd[kPitchStart], snd[kPitchEnd]) + rand() % range;
|
||||
}
|
||||
|
||||
float S_ConvertPitch(int lpitch)
|
||||
{
|
||||
return pow(2, lpitch / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
|
||||
return pow(2, lpitch / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
|
||||
}
|
||||
|
||||
int S_GetUserFlags(int num)
|
||||
{
|
||||
if (!soundEngine->isValidSoundId(num+1)) return 0;
|
||||
auto const* snd = soundEngine->GetUserData(num + 1);
|
||||
if (!snd) return 0;
|
||||
return snd[kFlags];
|
||||
if (!soundEngine->isValidSoundId(num+1)) return 0;
|
||||
auto const* snd = soundEngine->GetUserData(num + 1);
|
||||
if (!snd) return 0;
|
||||
return snd[kFlags];
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -151,41 +153,41 @@ int S_GetUserFlags(int num)
|
|||
|
||||
int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpitch, int priority, int type, int distance, float volume)
|
||||
{
|
||||
auto& S_sfx = soundEngine->GetSounds();
|
||||
index++;
|
||||
unsigned oldindex = S_sfx.Size();
|
||||
if (index >= S_sfx.Size())
|
||||
{
|
||||
S_sfx.Resize(index + 1);
|
||||
for (; oldindex <= index; oldindex++)
|
||||
{
|
||||
S_sfx[oldindex].Clear();
|
||||
}
|
||||
}
|
||||
auto sfx = &S_sfx[index];
|
||||
bool alreadydefined = !sfx->bTentative;
|
||||
sfx->UserData.Resize(kMaxUserData);
|
||||
auto sndinf = sfx->UserData.Data();
|
||||
sndinf[kFlags] = type & ~SF_ONEINST_INTERNAL;
|
||||
if (sndinf[kFlags] & SF_LOOP)
|
||||
sndinf[kFlags] |= SF_ONEINST_INTERNAL;
|
||||
auto& S_sfx = soundEngine->GetSounds();
|
||||
index++;
|
||||
unsigned oldindex = S_sfx.Size();
|
||||
if (index >= S_sfx.Size())
|
||||
{
|
||||
S_sfx.Resize(index + 1);
|
||||
for (; oldindex <= index; oldindex++)
|
||||
{
|
||||
S_sfx[oldindex].Clear();
|
||||
}
|
||||
}
|
||||
auto sfx = &S_sfx[index];
|
||||
bool alreadydefined = !sfx->bTentative;
|
||||
sfx->UserData.Resize(kMaxUserData);
|
||||
auto sndinf = sfx->UserData.Data();
|
||||
sndinf[kFlags] = type & ~SF_ONEINST_INTERNAL;
|
||||
if (sndinf[kFlags] & SF_LOOP)
|
||||
sndinf[kFlags] |= SF_ONEINST_INTERNAL;
|
||||
|
||||
sfx->lumpnum = S_LookupSound(filename);
|
||||
sndinf[kPitchStart] = clamp(minpitch, INT16_MIN, INT16_MAX);
|
||||
sndinf[kPitchEnd] = clamp(maxpitch, INT16_MIN, INT16_MAX);
|
||||
sndinf[kPriority] = priority & 255;
|
||||
sndinf[kVolAdjust] = clamp(distance, INT16_MIN, INT16_MAX);
|
||||
sfx->Volume = volume;
|
||||
sfx->NearLimit = 6;
|
||||
sfx->bTentative = false;
|
||||
sfx->name = filename;
|
||||
return 0;
|
||||
sfx->lumpnum = S_LookupSound(filename);
|
||||
sndinf[kPitchStart] = clamp(minpitch, INT16_MIN, INT16_MAX);
|
||||
sndinf[kPitchEnd] = clamp(maxpitch, INT16_MIN, INT16_MAX);
|
||||
sndinf[kPriority] = priority & 255;
|
||||
sndinf[kVolAdjust] = clamp(distance, INT16_MIN, INT16_MAX);
|
||||
sfx->Volume = volume;
|
||||
sfx->NearLimit = 6;
|
||||
sfx->bTentative = false;
|
||||
sfx->name = filename;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
inline bool S_IsAmbientSFX(int spriteNum)
|
||||
{
|
||||
return (sprite[spriteNum].picnum == MUSICANDSFX && sprite[spriteNum].lotag < 999);
|
||||
return (sprite[spriteNum].picnum == MUSICANDSFX && sprite[spriteNum].lotag < 999);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -195,56 +197,56 @@ inline bool S_IsAmbientSFX(int spriteNum)
|
|||
//==========================================================================
|
||||
|
||||
static int GetPositionInfo(int spriteNum, int soundNum, int sectNum,
|
||||
const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
|
||||
const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
|
||||
{
|
||||
// There's a lot of hackery going on here that could be mapped to rolloff and attenuation parameters.
|
||||
// However, ultimately rolloff would also just reposition the sound source so this can remain as it is.
|
||||
// There's a lot of hackery going on here that could be mapped to rolloff and attenuation parameters.
|
||||
// However, ultimately rolloff would also just reposition the sound source so this can remain as it is.
|
||||
|
||||
auto sp = &sprite[spriteNum];
|
||||
int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
|
||||
auto const* snd = soundEngine->GetUserData(soundNum + 1);
|
||||
int userflags = snd ? snd[kFlags] : 0;
|
||||
int dist_adjust = snd ? snd[kVolAdjust] : 0;
|
||||
auto sp = &sprite[spriteNum];
|
||||
int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
|
||||
auto const* snd = soundEngine->GetUserData(soundNum + 1);
|
||||
int userflags = snd ? snd[kFlags] : 0;
|
||||
int dist_adjust = snd ? snd[kVolAdjust] : 0;
|
||||
|
||||
if (sp->picnum != TILE_APLAYER || sp->yvel != screenpeek)
|
||||
{
|
||||
orgsndist = sndist = FindDistance3D(cam->x - pos->x, cam->y - pos->y, (cam->z - pos->z));
|
||||
if (sp->picnum != TILE_APLAYER || sp->yvel != screenpeek)
|
||||
{
|
||||
orgsndist = sndist = FindDistance3D(cam->x - pos->x, cam->y - pos->y, (cam->z - pos->z));
|
||||
|
||||
if ((userflags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL && sp->picnum == MUSICANDSFX && sp->lotag < 999 && (sector[sp->sectnum].lotag & 0xff) < ST_9_SLIDING_ST_DOOR)
|
||||
sndist = divscale14(sndist, sp->hitag + 1);
|
||||
}
|
||||
if ((userflags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL && sp->picnum == MUSICANDSFX && sp->lotag < 999 && (sector[sp->sectnum].lotag & 0xff) < ST_9_SLIDING_ST_DOOR)
|
||||
sndist = divscale14(sndist, sp->hitag + 1);
|
||||
}
|
||||
|
||||
sndist += dist_adjust;
|
||||
if (sndist < 0) sndist = 0;
|
||||
sndist += dist_adjust;
|
||||
if (sndist < 0) sndist = 0;
|
||||
|
||||
if (sectNum > -1 && sndist && sp->picnum != MUSICANDSFX && !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, sp->x, sp->y, sp->z - (24 << 8), sp->sectnum))
|
||||
sndist += sndist >> (isRR() ? 2 : 5);
|
||||
if (sectNum > -1 && sndist && sp->picnum != MUSICANDSFX && !cansee(cam->x, cam->y, cam->z - (24 << 8), sectNum, sp->x, sp->y, sp->z - (24 << 8), sp->sectnum))
|
||||
sndist += sndist >> (isRR() ? 2 : 5);
|
||||
|
||||
// Here the sound distance was clamped to a minimum of 144*4.
|
||||
// It's better to handle rolloff in the backend instead of whacking the sound origin here.
|
||||
// That way the lower end can be made customizable instead of losing all precision right here at the source.
|
||||
if (sndist < 0) sndist = 0;
|
||||
// Here the sound distance was clamped to a minimum of 144*4.
|
||||
// It's better to handle rolloff in the backend instead of whacking the sound origin here.
|
||||
// That way the lower end can be made customizable instead of losing all precision right here at the source.
|
||||
if (sndist < 0) sndist = 0;
|
||||
|
||||
if (distPtr)
|
||||
{
|
||||
*distPtr = sndist;
|
||||
}
|
||||
if (distPtr)
|
||||
{
|
||||
*distPtr = sndist;
|
||||
}
|
||||
|
||||
if (sndPos)
|
||||
{
|
||||
FVector3 sndorg = GetSoundPos(pos);
|
||||
FVector3 campos = GetSoundPos(cam);
|
||||
// Now calculate the virtual position in sound system coordinates.
|
||||
FVector3 sndvec = sndorg - campos;
|
||||
if (orgsndist > 0)
|
||||
{
|
||||
float scale = float(sndist) / orgsndist; // adjust by what was calculated above;
|
||||
*sndPos = campos + sndvec * scale;
|
||||
}
|
||||
else *sndPos = campos;
|
||||
}
|
||||
if (sndPos)
|
||||
{
|
||||
FVector3 sndorg = GetSoundPos(pos);
|
||||
FVector3 campos = GetSoundPos(cam);
|
||||
// Now calculate the virtual position in sound system coordinates.
|
||||
FVector3 sndvec = sndorg - campos;
|
||||
if (orgsndist > 0)
|
||||
{
|
||||
float scale = float(sndist) / orgsndist; // adjust by what was calculated above;
|
||||
*sndPos = campos + sndvec * scale;
|
||||
}
|
||||
else *sndPos = campos;
|
||||
}
|
||||
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -255,19 +257,19 @@ static int GetPositionInfo(int spriteNum, int soundNum, int sectNum,
|
|||
|
||||
void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
|
||||
{
|
||||
if (ud.camerasprite == -1)
|
||||
{
|
||||
auto p = &ps[screenpeek];
|
||||
if (c) *c = &p->pos;
|
||||
if (cs) *cs = p->cursectnum;
|
||||
if (ca) *ca = p->getang();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (c) *c = &sprite[ud.camerasprite].pos;
|
||||
if (cs) *cs = sprite[ud.camerasprite].sectnum;
|
||||
if (ca) *ca = sprite[ud.camerasprite].ang;
|
||||
}
|
||||
if (ud.camerasprite == -1)
|
||||
{
|
||||
auto p = &ps[screenpeek];
|
||||
if (c) *c = &p->pos;
|
||||
if (cs) *cs = p->cursectnum;
|
||||
if (ca) *ca = p->getang();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (c) *c = &sprite[ud.camerasprite].pos;
|
||||
if (cs) *cs = sprite[ud.camerasprite].sectnum;
|
||||
if (ca) *ca = sprite[ud.camerasprite].ang;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================================
|
||||
|
@ -280,42 +282,42 @@ void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
|
|||
|
||||
void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan)
|
||||
{
|
||||
if (pos != nullptr)
|
||||
{
|
||||
vec3_t* campos;
|
||||
int32_t camsect;
|
||||
if (pos != nullptr)
|
||||
{
|
||||
vec3_t* campos;
|
||||
int32_t camsect;
|
||||
|
||||
S_GetCamera(&campos, nullptr, &camsect);
|
||||
if (vel) vel->Zero();
|
||||
S_GetCamera(&campos, nullptr, &camsect);
|
||||
if (vel) vel->Zero();
|
||||
|
||||
if (type == SOURCE_Unattached)
|
||||
{
|
||||
pos->X = pt[0];
|
||||
pos->Y = pt[1];
|
||||
pos->Z = pt[2];
|
||||
}
|
||||
else if (type == SOURCE_Actor)
|
||||
{
|
||||
auto actor = (spritetype*)source;
|
||||
assert(actor != nullptr);
|
||||
if (actor != nullptr)
|
||||
{
|
||||
GetPositionInfo(int(actor - sprite), chanSound - 1, camsect, campos, &actor->pos, nullptr, pos);
|
||||
/*
|
||||
if (vel) // DN3D does not properly maintain this.
|
||||
{
|
||||
vel->X = float(actor->Vel.X * TICRATE);
|
||||
vel->Y = float(actor->Vel.Z * TICRATE);
|
||||
vel->Z = float(actor->Vel.Y * TICRATE);
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None)
|
||||
{
|
||||
pos->Y = campos->z / 256.f;
|
||||
}
|
||||
}
|
||||
if (type == SOURCE_Unattached)
|
||||
{
|
||||
pos->X = pt[0];
|
||||
pos->Y = pt[1];
|
||||
pos->Z = pt[2];
|
||||
}
|
||||
else if (type == SOURCE_Actor)
|
||||
{
|
||||
auto actor = (spritetype*)source;
|
||||
assert(actor != nullptr);
|
||||
if (actor != nullptr)
|
||||
{
|
||||
GetPositionInfo(int(actor - sprite), chanSound - 1, camsect, campos, &actor->pos, nullptr, pos);
|
||||
/*
|
||||
if (vel) // DN3D does not properly maintain this.
|
||||
{
|
||||
vel->X = float(actor->Vel.X * TICRATE);
|
||||
vel->Y = float(actor->Vel.Z * TICRATE);
|
||||
vel->Z = float(actor->Vel.Y * TICRATE);
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
if ((chanflags & CHANF_LISTENERZ) && campos != nullptr && type != SOURCE_None)
|
||||
{
|
||||
pos->Y = campos->z / 256.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -327,40 +329,40 @@ void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3]
|
|||
|
||||
void S_Update(void)
|
||||
{
|
||||
SoundListener listener;
|
||||
vec3_t* c;
|
||||
int32_t ca, cs;
|
||||
SoundListener listener;
|
||||
vec3_t* c;
|
||||
int32_t ca, cs;
|
||||
|
||||
auto& gm = g_player[myconnectindex].ps->gm;
|
||||
if (isRR() && !Mus_IsPlaying() && (gm && gm & MODE_GAME))
|
||||
S_PlayRRMusic();
|
||||
auto& gm = g_player[myconnectindex].ps->gm;
|
||||
if (isRR() && !Mus_IsPlaying() && (gm && gm & MODE_GAME))
|
||||
S_PlayRRMusic();
|
||||
|
||||
S_GetCamera(&c, &ca, &cs);
|
||||
S_GetCamera(&c, &ca, &cs);
|
||||
|
||||
if (c != nullptr)
|
||||
{
|
||||
listener.angle = -(float)ca * pi::pi() / 1024; // Build uses a period of 2048.
|
||||
listener.velocity.Zero();
|
||||
listener.position = GetSoundPos(c);
|
||||
listener.underwater = false;
|
||||
// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
|
||||
// listenactor->waterlevel == 3;
|
||||
//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
|
||||
listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
|
||||
listener.valid = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
listener.angle = 0;
|
||||
listener.position.Zero();
|
||||
listener.velocity.Zero();
|
||||
listener.underwater = false;
|
||||
listener.Environment = nullptr;
|
||||
listener.valid = false;
|
||||
}
|
||||
listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
|
||||
soundEngine->SetListener(listener);
|
||||
soundEngine->UpdateSounds((int)totalclock);
|
||||
if (c != nullptr)
|
||||
{
|
||||
listener.angle = -(float)ca * pi::pi() / 1024; // Build uses a period of 2048.
|
||||
listener.velocity.Zero();
|
||||
listener.position = GetSoundPos(c);
|
||||
listener.underwater = false;
|
||||
// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
|
||||
// listenactor->waterlevel == 3;
|
||||
//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
|
||||
listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
|
||||
listener.valid = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
listener.angle = 0;
|
||||
listener.position.Zero();
|
||||
listener.velocity.Zero();
|
||||
listener.underwater = false;
|
||||
listener.Environment = nullptr;
|
||||
listener.valid = false;
|
||||
}
|
||||
listener.ListenerObject = ud.camerasprite == -1 ? nullptr : &sprite[ud.camerasprite];
|
||||
soundEngine->SetListener(listener);
|
||||
soundEngine->UpdateSounds((int)totalclock);
|
||||
}
|
||||
|
||||
|
||||
|
@ -372,81 +374,81 @@ void S_Update(void)
|
|||
|
||||
int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int channel, EChanFlags flags)
|
||||
{
|
||||
auto const pl = &ps[myconnectindex];
|
||||
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || (pl->gm & MODE_MENU) ||
|
||||
(pl->timebeforeexit > 0 && pl->timebeforeexit <= REALGAMETICSPERSEC * 3)) return -1;
|
||||
auto const pl = &ps[myconnectindex];
|
||||
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || (pl->gm & MODE_MENU) ||
|
||||
(pl->timebeforeexit > 0 && pl->timebeforeexit <= REALGAMETICSPERSEC * 3)) return -1;
|
||||
|
||||
int userflags = S_GetUserFlags(sndnum);
|
||||
int userflags = S_GetUserFlags(sndnum);
|
||||
|
||||
auto sp = &sprite[spriteNum];
|
||||
auto sp = &sprite[spriteNum];
|
||||
|
||||
if ((userflags & (SF_DTAG | SF_GLOBAL)) == SF_DTAG)
|
||||
{
|
||||
// Duke-Tag sound does not play in 3D.
|
||||
return S_PlaySound(sndnum);
|
||||
}
|
||||
if ((userflags & (SF_DTAG | SF_GLOBAL)) == SF_DTAG)
|
||||
{
|
||||
// Duke-Tag sound does not play in 3D.
|
||||
return S_PlaySound(sndnum);
|
||||
}
|
||||
|
||||
if (userflags & SF_TALK)
|
||||
{
|
||||
if (snd_speech == 0 || (ud.multimode > 1 && sp->picnum == TILE_APLAYER && sp->yvel != screenpeek && ud.coop != 1)) return -1;
|
||||
bool foundone = soundEngine->EnumerateChannels([&](FSoundChan* chan)
|
||||
{
|
||||
auto sid = chan->OrgID;
|
||||
auto flags = S_GetUserFlags(sid - 1);
|
||||
return !!(flags & SF_TALK);
|
||||
});
|
||||
// don't play if any Duke talk sounds are already playing
|
||||
if (foundone) return -1;
|
||||
}
|
||||
if (userflags & SF_TALK)
|
||||
{
|
||||
if (snd_speech == 0 || (ud.multimode > 1 && sp->picnum == TILE_APLAYER && sp->yvel != screenpeek && ud.coop != 1)) return -1;
|
||||
bool foundone = soundEngine->EnumerateChannels([&](FSoundChan* chan)
|
||||
{
|
||||
auto sid = chan->OrgID;
|
||||
auto flags = S_GetUserFlags(sid - 1);
|
||||
return !!(flags & SF_TALK);
|
||||
});
|
||||
// don't play if any Duke talk sounds are already playing
|
||||
if (foundone) return -1;
|
||||
}
|
||||
|
||||
int32_t sndist;
|
||||
FVector3 sndpos; // this is in sound engine space.
|
||||
int32_t sndist;
|
||||
FVector3 sndpos; // this is in sound engine space.
|
||||
|
||||
vec3_t* campos;
|
||||
int32_t camsect;
|
||||
vec3_t* campos;
|
||||
int32_t camsect;
|
||||
|
||||
S_GetCamera(&campos, nullptr, &camsect);
|
||||
GetPositionInfo(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos);
|
||||
int pitch = S_GetPitch(sndnum);
|
||||
S_GetCamera(&campos, nullptr, &camsect);
|
||||
GetPositionInfo(spriteNum, sndnum, camsect, campos, pos, &sndist, &sndpos);
|
||||
int pitch = S_GetPitch(sndnum);
|
||||
|
||||
bool explosion = ((userflags & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG)) || ((sndnum == PIPEBOMB_EXPLODE || sndnum == LASERTRIP_EXPLODE || sndnum == RPG_EXPLODE));
|
||||
bool explosion = ((userflags & (SF_GLOBAL | SF_DTAG)) == (SF_GLOBAL | SF_DTAG)) || ((sndnum == PIPEBOMB_EXPLODE || sndnum == LASERTRIP_EXPLODE || sndnum == RPG_EXPLODE));
|
||||
|
||||
bool underwater = ps[screenpeek].cursectnum > -1 && sector[ps[screenpeek].cursectnum].lotag == ST_2_UNDERWATER;
|
||||
if (explosion)
|
||||
{
|
||||
if (underwater)
|
||||
pitch -= 1024;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sndist > 32767 && sp->picnum != MUSICANDSFX && (userflags & (SF_LOOP | SF_MSFX)) == 0)
|
||||
return -1;
|
||||
bool underwater = ps[screenpeek].cursectnum > -1 && sector[ps[screenpeek].cursectnum].lotag == ST_2_UNDERWATER;
|
||||
if (explosion)
|
||||
{
|
||||
if (underwater)
|
||||
pitch -= 1024;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sndist > 32767 && sp->picnum != MUSICANDSFX && (userflags & (SF_LOOP | SF_MSFX)) == 0)
|
||||
return -1;
|
||||
|
||||
if (underwater && (userflags & SF_TALK) == 0)
|
||||
pitch = -768;
|
||||
}
|
||||
if (underwater && (userflags & SF_TALK) == 0)
|
||||
pitch = -768;
|
||||
}
|
||||
|
||||
bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum+1);
|
||||
if (is_playing && sp->picnum != MUSICANDSFX)
|
||||
S_StopEnvSound(sndnum, spriteNum);
|
||||
bool is_playing = soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, sndnum+1);
|
||||
if (is_playing && sp->picnum != MUSICANDSFX)
|
||||
S_StopEnvSound(sndnum, spriteNum);
|
||||
|
||||
int const repeatp = (userflags & SF_LOOP);
|
||||
int const repeatp = (userflags & SF_LOOP);
|
||||
|
||||
if (repeatp && (userflags & SF_ONEINST_INTERNAL) && is_playing)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
if (repeatp && (userflags & SF_ONEINST_INTERNAL) && is_playing)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
// These explosion sounds originally used some distance hackery to make them louder but due to how the rolloff was set up they always played at full volume as a result.
|
||||
// I think it is better to lower their attenuation so that they are louder than the rest but still fade in the distance.
|
||||
// For the original effect, attenuation needs to be set to ATTN_NONE here.
|
||||
float attenuation;
|
||||
if (explosion) attenuation = 0.5f;
|
||||
else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
|
||||
// These explosion sounds originally used some distance hackery to make them louder but due to how the rolloff was set up they always played at full volume as a result.
|
||||
// I think it is better to lower their attenuation so that they are louder than the rest but still fade in the distance.
|
||||
// For the original effect, attenuation needs to be set to ATTN_NONE here.
|
||||
float attenuation;
|
||||
if (explosion) attenuation = 0.5f;
|
||||
else attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
|
||||
|
||||
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
|
||||
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, CHAN_AUTO, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
|
||||
return chan ? 0 : -1;
|
||||
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
|
||||
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, CHAN_AUTO, flags, sndnum+1, attenuation == ATTN_NONE? 0.8f : 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
|
||||
return chan ? 0 : -1;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -457,17 +459,17 @@ int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int channel, ECh
|
|||
|
||||
int S_PlaySound(int sndnum, int channel, EChanFlags flags)
|
||||
{
|
||||
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1;
|
||||
if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled()) return -1;
|
||||
|
||||
int userflags = S_GetUserFlags(sndnum);
|
||||
if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT)))
|
||||
return -1;
|
||||
int userflags = S_GetUserFlags(sndnum);
|
||||
if ((!(snd_speech & 1) && (userflags & SF_TALK)) || ((userflags & SF_ADULT)))
|
||||
return -1;
|
||||
|
||||
int const pitch = S_GetPitch(sndnum);
|
||||
int const pitch = S_GetPitch(sndnum);
|
||||
|
||||
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
|
||||
auto chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, channel, flags, sndnum + 1, 0.8f, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
|
||||
return chan ? 0 : -1;
|
||||
if (userflags & SF_LOOP) flags |= CHANF_LOOP;
|
||||
auto chan = soundEngine->StartSound(SOURCE_None, nullptr, nullptr, channel, flags, sndnum + 1, 0.8f, ATTN_NONE, nullptr, S_ConvertPitch(pitch));
|
||||
return chan ? 0 : -1;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -478,38 +480,38 @@ int S_PlaySound(int sndnum, int channel, EChanFlags flags)
|
|||
|
||||
int A_PlaySound(int soundNum, int spriteNum, int channel, EChanFlags flags)
|
||||
{
|
||||
return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum, channel, flags) :
|
||||
S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos, channel, flags);
|
||||
return (unsigned)spriteNum >= MAXSPRITES ? S_PlaySound(soundNum, channel, flags) :
|
||||
S_PlaySound3D(soundNum, spriteNum, &sprite[spriteNum].pos, channel, flags);
|
||||
}
|
||||
|
||||
void S_StopEnvSound(int sndNum, int sprNum, int channel)
|
||||
{
|
||||
if (sprNum < -1 || sprNum >= MAXSPRITES) return;
|
||||
if (sprNum < -1 || sprNum >= MAXSPRITES) return;
|
||||
|
||||
if (sprNum == -1) soundEngine->StopSoundID(sndNum+1);
|
||||
else
|
||||
{
|
||||
if (channel == -1) soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum + 1);
|
||||
else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], channel, -1);
|
||||
if (sprNum == -1) soundEngine->StopSoundID(sndNum+1);
|
||||
else
|
||||
{
|
||||
if (channel == -1) soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], -1, sndNum + 1);
|
||||
else soundEngine->StopSound(SOURCE_Actor, &sprite[sprNum], channel, -1);
|
||||
|
||||
// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
|
||||
if (S_IsAmbientSFX(sprNum) && sector[sprite[sprNum].sectnum].lotag < 3) // ST_2_UNDERWATER
|
||||
hittype[sprNum].temp_data[0] = 0;
|
||||
}
|
||||
// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
|
||||
if (S_IsAmbientSFX(sprNum) && sector[sprite[sprNum].sectnum].lotag < 3) // ST_2_UNDERWATER
|
||||
hittype[sprNum].temp_data[0] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
|
||||
{
|
||||
if (spriteNum < -1 || spriteNum >= MAXSPRITES) return;
|
||||
double expitch = pow(2, pitchoffset / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
|
||||
if (spriteNum == -1)
|
||||
{
|
||||
soundEngine->ChangeSoundPitch(SOURCE_Unattached, nullptr, CHAN_AUTO, expitch, soundNum+1);
|
||||
}
|
||||
else
|
||||
{
|
||||
soundEngine->ChangeSoundPitch(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, expitch, soundNum+1);
|
||||
}
|
||||
if (spriteNum < -1 || spriteNum >= MAXSPRITES) return;
|
||||
double expitch = pow(2, pitchoffset / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
|
||||
if (spriteNum == -1)
|
||||
{
|
||||
soundEngine->ChangeSoundPitch(SOURCE_Unattached, nullptr, CHAN_AUTO, expitch, soundNum+1);
|
||||
}
|
||||
else
|
||||
{
|
||||
soundEngine->ChangeSoundPitch(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, expitch, soundNum+1);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -520,21 +522,21 @@ void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset)
|
|||
|
||||
int A_CheckSoundPlaying(int spriteNum, int soundNum, int channel)
|
||||
{
|
||||
if (spriteNum == -1) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
|
||||
if ((unsigned)spriteNum >= MAXSPRITES) return false;
|
||||
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], channel, soundNum+1);
|
||||
if (spriteNum == -1) return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
|
||||
if ((unsigned)spriteNum >= MAXSPRITES) return false;
|
||||
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], channel, soundNum+1);
|
||||
}
|
||||
|
||||
// Check if actor <i> is playing any sound.
|
||||
int A_CheckAnySoundPlaying(int spriteNum)
|
||||
{
|
||||
if ((unsigned)spriteNum >= MAXSPRITES) return false;
|
||||
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, 0);
|
||||
if ((unsigned)spriteNum >= MAXSPRITES) return false;
|
||||
return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, 0);
|
||||
}
|
||||
|
||||
int S_CheckSoundPlaying(int soundNum)
|
||||
{
|
||||
return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
|
||||
return soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, soundNum+1);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -545,30 +547,30 @@ int S_CheckSoundPlaying(int soundNum)
|
|||
|
||||
void S_MenuSound(void)
|
||||
{
|
||||
static int menunum;
|
||||
int/*static const short*/ menusnds[] =
|
||||
{
|
||||
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
|
||||
};
|
||||
int s = isRR() ? 390 : menusnds[menunum++ % countof(menusnds)];
|
||||
if (s != -1)
|
||||
S_PlaySound(s, CHAN_AUTO, CHANF_UI);
|
||||
static int menunum;
|
||||
static const short menusnds[] =
|
||||
{
|
||||
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
|
||||
};
|
||||
int s = isRR() ? 390 : menusnds[menunum++ % countof(menusnds)];
|
||||
if (s != -1)
|
||||
S_PlaySound(s, CHAN_AUTO, CHANF_UI);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -581,19 +583,18 @@ static bool cd_disabled = false; // This is in case mus_redbook is enabled bu
|
|||
|
||||
void S_PlayLevelMusic(MapRecord *mi)
|
||||
{
|
||||
if (isRR() && mi->music.IsEmpty() && mus_redbook && !cd_disabled) return;
|
||||
Mus_Play(mi->labelName, mi->music, true);
|
||||
if (isRR() && mi->music.IsEmpty() && mus_redbook && !cd_disabled) return;
|
||||
Mus_Play(mi->labelName, mi->music, true);
|
||||
}
|
||||
|
||||
void S_PlaySpecialMusic(unsigned int m)
|
||||
{
|
||||
if (isRR()) return; // Can only be MUS_LOADING, isRR() does not use it.
|
||||
auto& musicfn = mapList[m].music;
|
||||
if (musicfn.IsNotEmpty())
|
||||
{
|
||||
Mus_Play(nullptr, musicfn, true);
|
||||
|
||||
}
|
||||
if (isRR() || m >= specialmusic.Size()) return; // Can only be MUS_LOADING, isRR() does not use it.
|
||||
auto& musicfn = specialmusic[m];
|
||||
if (musicfn.IsNotEmpty())
|
||||
{
|
||||
Mus_Play(nullptr, musicfn, true);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -604,28 +605,28 @@ void S_PlaySpecialMusic(unsigned int m)
|
|||
|
||||
void S_PlayRRMusic(int newTrack)
|
||||
{
|
||||
if (!isRR() || !mus_redbook || cd_disabled || currentLevel->music.IsNotEmpty())
|
||||
return;
|
||||
Mus_Stop();
|
||||
if (!isRR() || !mus_redbook || cd_disabled || currentLevel->music.IsNotEmpty())
|
||||
return;
|
||||
Mus_Stop();
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
g_cdTrack = newTrack != -1 ? newTrack : g_cdTrack + 1;
|
||||
if (newTrack != 10 && (g_cdTrack > 9 || g_cdTrack < 2))
|
||||
g_cdTrack = 2;
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
g_cdTrack = newTrack != -1 ? newTrack : g_cdTrack + 1;
|
||||
if (newTrack != 10 && (g_cdTrack > 9 || g_cdTrack < 2))
|
||||
g_cdTrack = 2;
|
||||
|
||||
FStringf filename("track%02d.ogg", g_cdTrack);
|
||||
if (Mus_Play(nullptr, filename, false)) return;
|
||||
}
|
||||
// If none of the tracks managed to start, disable the CD music for this session so that regular music can play if defined.
|
||||
cd_disabled = true;
|
||||
FStringf filename("track%02d.ogg", g_cdTrack);
|
||||
if (Mus_Play(nullptr, filename, false)) return;
|
||||
}
|
||||
// If none of the tracks managed to start, disable the CD music for this session so that regular music can play if defined.
|
||||
cd_disabled = true;
|
||||
}
|
||||
|
||||
|
||||
void PlayBonusMusic()
|
||||
{
|
||||
if (MusicEnabled() && mus_enabled)
|
||||
S_PlaySound(BONUSMUSIC, CHAN_AUTO, CHANF_UI);
|
||||
if (MusicEnabled() && mus_enabled)
|
||||
S_PlaySound(BONUSMUSIC, CHAN_AUTO, CHANF_UI);
|
||||
}
|
||||
|
||||
END_DUKE_NS
|
||||
|
|
|
@ -109,6 +109,8 @@ inline bool StartCommentary(int tag, int sprnum)
|
|||
return false;
|
||||
}
|
||||
|
||||
extern TArray<FString> specialmusic;
|
||||
|
||||
|
||||
END_DUKE_NS
|
||||
|
||||
|
|
|
@ -133,13 +133,13 @@ void G_NewGame(MapRecord *map, int skillNum)
|
|||
|
||||
void resetpspritevars(int gameMode);
|
||||
|
||||
static inline void clearfrags(void)
|
||||
void clearfrags(void)
|
||||
{
|
||||
for (int i = 0; i < ud.multimode; i++)
|
||||
{
|
||||
playerdata_t *const pPlayerData = &g_player[i];
|
||||
pPlayerData->ps->frag = pPlayerData->ps->fraggedself = 0;
|
||||
Bmemset(pPlayerData->frags, 0, sizeof(pPlayerData->frags));
|
||||
memset(pPlayerData->frags, 0, sizeof(pPlayerData->frags));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -30,6 +30,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
|
||||
BEGIN_RR_NS
|
||||
|
||||
extern MapRecord userMapRecord;
|
||||
|
||||
class DukeSoundEngine : public SoundEngine
|
||||
{
|
||||
// client specific parts of the sound engine go in this class.
|
||||
|
|
Loading…
Reference in a new issue