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Make S_MenuSound() use stack'd array to get rid of S_StaticToDynamicMenuSound().
git-svn-id: https://svn.eduke32.com/eduke32@3846 1a8010ca-5511-0410-912e-c29ae57300e0
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7fcb577f51
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3 changed files with 23 additions and 52 deletions
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@ -1413,13 +1413,12 @@ void Gv_Init(void)
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return;
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inited = 1;
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// initprintf("Initializing game variables\n");
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//AddLog("Gv_Init");
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#ifdef LUNATIC
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Gv_AddSystemVars(); // set up weapon defaults, g_playerWeapon[][]
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#else
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#if !defined LUNATIC
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Gv_Clear();
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#endif
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// Set up weapon defaults, g_playerWeapon[][].
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Gv_AddSystemVars();
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#if !defined LUNATIC
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Gv_InitWeaponPointers();
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#endif
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Gv_ResetSystemDefaults();
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@ -694,9 +694,6 @@ void Gv_Init(void)
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{
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// only call ONCE
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// initprintf("Initializing game variables\n");
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//AddLog("Gv_Init");
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Gv_Clear();
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Gv_AddSystemVars();
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}
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@ -163,56 +163,31 @@ void S_MusicVolume(int32_t volume)
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MUSIC_SetVolume(volume);
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}
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static int32_t S_StaticToDynamicMenuSound(int32_t sound)
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{
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switch (sound)
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{
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case LASERTRIP_EXPLODE__STATIC: return LASERTRIP_EXPLODE;
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case DUKE_GRUNT__STATIC: return DUKE_GRUNT;
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case DUKE_LAND_HURT__STATIC: return DUKE_LAND_HURT;
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case CHAINGUN_FIRE__STATIC: return CHAINGUN_FIRE;
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case SQUISHED__STATIC: return SQUISHED;
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case KICK_HIT__STATIC: return KICK_HIT;
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case PISTOL_RICOCHET__STATIC: return PISTOL_RICOCHET;
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case PISTOL_BODYHIT__STATIC: return PISTOL_BODYHIT;
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case PISTOL_FIRE__STATIC: return PISTOL_FIRE;
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case SHOTGUN_FIRE__STATIC: return SHOTGUN_FIRE;
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case BOS1_WALK__STATIC: return BOS1_WALK;
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case RPG_EXPLODE__STATIC: return RPG_EXPLODE;
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case PIPEBOMB_BOUNCE__STATIC: return PIPEBOMB_BOUNCE;
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case PIPEBOMB_EXPLODE__STATIC: return PIPEBOMB_EXPLODE;
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case NITEVISION_ONOFF__STATIC: return NITEVISION_ONOFF;
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case RPG_SHOOT__STATIC: return RPG_SHOOT;
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case SELECT_WEAPON__STATIC: return SELECT_WEAPON;
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default: return sound;
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}
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}
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void S_MenuSound(void)
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{
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static int32_t SoundNum=0;
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static const uint8_t menusnds[] =
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uint8_t menusnds[] =
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{
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LASERTRIP_EXPLODE__STATIC,
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DUKE_GRUNT__STATIC,
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DUKE_LAND_HURT__STATIC,
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CHAINGUN_FIRE__STATIC,
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SQUISHED__STATIC,
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KICK_HIT__STATIC,
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PISTOL_RICOCHET__STATIC,
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PISTOL_BODYHIT__STATIC,
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PISTOL_FIRE__STATIC,
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SHOTGUN_FIRE__STATIC,
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BOS1_WALK__STATIC,
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RPG_EXPLODE__STATIC,
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PIPEBOMB_BOUNCE__STATIC,
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PIPEBOMB_EXPLODE__STATIC,
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NITEVISION_ONOFF__STATIC,
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RPG_SHOOT__STATIC,
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SELECT_WEAPON__STATIC,
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LASERTRIP_EXPLODE,
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DUKE_GRUNT,
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DUKE_LAND_HURT,
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CHAINGUN_FIRE,
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SQUISHED,
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KICK_HIT,
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PISTOL_RICOCHET,
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PISTOL_BODYHIT,
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PISTOL_FIRE,
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SHOTGUN_FIRE,
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BOS1_WALK,
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RPG_EXPLODE,
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PIPEBOMB_BOUNCE,
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PIPEBOMB_EXPLODE,
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NITEVISION_ONOFF,
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RPG_SHOOT,
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SELECT_WEAPON,
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};
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S_PlaySound(S_StaticToDynamicMenuSound(menusnds[SoundNum++ % (sizeof(menusnds)/sizeof(menusnds[0]))]));
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S_PlaySound(menusnds[SoundNum++ % (sizeof(menusnds)/sizeof(menusnds[0]))]);
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}
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int32_t S_PlayMusic(const char *fn, const int32_t sel)
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