mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- sfxPlay3DSound calls partially migrated.
This commit is contained in:
parent
741d24b9df
commit
3ab636a13a
11 changed files with 94 additions and 94 deletions
|
@ -2736,7 +2736,7 @@ static void actNapalmMove(DBloodActor* actor)
|
|||
seqSpawn(9, actor);
|
||||
if (Chance(0x8000)) pSprite->cstat |= 4;
|
||||
|
||||
sfxPlay3DSound(pSprite, 303, 24 + (pSprite->flags & 3), 1);
|
||||
sfxPlay3DSound(actor, 303, 24 + (pSprite->flags & 3), 1);
|
||||
actRadiusDamage(pOwner, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128, 0, 60, kDamageExplode, 15, 120);
|
||||
|
||||
if (pXSprite->data4 > 1)
|
||||
|
@ -3216,13 +3216,13 @@ static int checkDamageType(DBloodActor* actor, DAMAGE_TYPE damageType)
|
|||
case kDudeCultistBeast:
|
||||
case kDudeTinyCaleb:
|
||||
case kDudeBurningTinyCaleb:
|
||||
sfxPlay3DSound(pSprite, 717, -1, 0);
|
||||
sfxPlay3DSound(actor, 717, -1, 0);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case kDamageBurn:
|
||||
nSeq = 3;
|
||||
sfxPlay3DSound(pSprite, 351, -1, 0);
|
||||
sfxPlay3DSound(actor, 351, -1, 0);
|
||||
break;
|
||||
case kDamageSpirit:
|
||||
switch (pSprite->type) {
|
||||
|
@ -3283,7 +3283,7 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq)
|
|||
auto pSprite = &actor->s();
|
||||
int nType = pSprite->type - kDudeBase;
|
||||
|
||||
sfxPlay3DSound(pSprite, 1107 + Random(2), -1, 0);
|
||||
sfxPlay3DSound(actor, 1107 + Random(2), -1, 0);
|
||||
if (nSeq == 2)
|
||||
{
|
||||
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nDudeToGibClient1);
|
||||
|
@ -3293,7 +3293,7 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq)
|
|||
{
|
||||
seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1);
|
||||
evPost(actor, 0, kCallbackFXZombieSpurt);
|
||||
sfxPlay3DSound(pSprite, 362, -1, 0);
|
||||
sfxPlay3DSound(actor, 362, -1, 0);
|
||||
actor->x().data1 = 35;
|
||||
actor->x().data2 = 5;
|
||||
|
||||
|
@ -3313,8 +3313,8 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq)
|
|||
static void burningCultistDeath(DBloodActor* actor, int nSeq)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, 718, -1, 0);
|
||||
else sfxPlay3DSound(pSprite, 1018 + Random(2), -1, 0);
|
||||
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, 718, -1, 0);
|
||||
else sfxPlay3DSound(actor, 1018 + Random(2), -1, 0);
|
||||
|
||||
int nType = pSprite->type - kDudeBase;
|
||||
if (Chance(0x8000))
|
||||
|
@ -3393,9 +3393,9 @@ void zombieAxeBurningDeath(DBloodActor* actor, int nSeq)
|
|||
int nType = pSprite->type - kDudeBase;
|
||||
|
||||
if (Chance(0x8000) && nSeq == 3)
|
||||
sfxPlay3DSound(pSprite, 1109, -1, 0);
|
||||
sfxPlay3DSound(actor, 1109, -1, 0);
|
||||
else
|
||||
sfxPlay3DSound(pSprite, 1107 + Random(2), -1, 0);
|
||||
sfxPlay3DSound(actor, 1107 + Random(2), -1, 0);
|
||||
|
||||
if (Chance(0x8000))
|
||||
{
|
||||
|
@ -3419,11 +3419,11 @@ static void zombieButcherDeath(DBloodActor* actor, int nSeq)
|
|||
|
||||
if (nSeq == 14)
|
||||
{
|
||||
sfxPlay3DSound(pSprite, 1206, -1, 0);
|
||||
sfxPlay3DSound(actor, 1206, -1, 0);
|
||||
seqSpawn(dudeInfo[nType].seqStartID + 11, actor, -1);
|
||||
return;
|
||||
}
|
||||
sfxPlay3DSound(pSprite, 1204 + Random(2), -1, 0);
|
||||
sfxPlay3DSound(actor, 1204 + Random(2), -1, 0);
|
||||
if (nSeq == 3)
|
||||
seqSpawn(dudeInfo[nType].seqStartID + 10, actor, -1);
|
||||
else
|
||||
|
@ -3439,8 +3439,8 @@ static void zombieButcherDeath(DBloodActor* actor, int nSeq)
|
|||
static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, sound1 + 2, -1, 0);
|
||||
else sfxPlay3DSound(pSprite, sound1 + Random(2), -1, 0);
|
||||
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, sound1 + 2, -1, 0);
|
||||
else sfxPlay3DSound(actor, sound1 + Random(2), -1, 0);
|
||||
seqSpawn(seqnum, actor, -1);
|
||||
}
|
||||
|
||||
|
@ -3493,7 +3493,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
|
|||
case kDudeCultistShotgun:
|
||||
case kDudeCultistTesla:
|
||||
case kDudeCultistTNT:
|
||||
sfxPlay3DSound(pSprite, 1018 + Random(2), -1, 0);
|
||||
sfxPlay3DSound(actor, 1018 + Random(2), -1, 0);
|
||||
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1);
|
||||
break;
|
||||
|
||||
|
@ -3568,7 +3568,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
|
|||
break;
|
||||
|
||||
case kDudeSpiderMother:
|
||||
sfxPlay3DSound(pSprite, 1850, -1, 0);
|
||||
sfxPlay3DSound(actor, 1850, -1, 0);
|
||||
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
|
||||
break;
|
||||
|
||||
|
@ -3599,15 +3599,15 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
|
|||
genericDeath(actor, nSeq, 2203, dudeInfo[nType].seqStartID + nSeq);
|
||||
break;
|
||||
case kDudeTentacleGreen:
|
||||
sfxPlay3DSound(pSprite, damage == 5 ? 2471 : 2472, -1, 0);
|
||||
sfxPlay3DSound(actor, damage == 5 ? 2471 : 2472, -1, 0);
|
||||
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
|
||||
break;
|
||||
case kDudePodFire:
|
||||
sfxPlay3DSound(pSprite, damage == 5 ? 2451 : 2452, -1, 0);
|
||||
sfxPlay3DSound(actor, damage == 5 ? 2451 : 2452, -1, 0);
|
||||
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
|
||||
break;
|
||||
case kDudeTentacleFire:
|
||||
sfxPlay3DSound(pSprite, 2501, -1, 0);
|
||||
sfxPlay3DSound(actor, 2501, -1, 0);
|
||||
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
|
||||
break;
|
||||
}
|
||||
|
@ -3624,7 +3624,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
|
|||
break;
|
||||
|
||||
case kDudeTchernobog:
|
||||
sfxPlay3DSound(pSprite, 2380, -1, 0);
|
||||
sfxPlay3DSound(actor, 2380, -1, 0);
|
||||
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1);
|
||||
break;
|
||||
|
||||
|
@ -3634,7 +3634,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
|
|||
break;
|
||||
|
||||
case kDudeBeast:
|
||||
sfxPlay3DSound(pSprite, 9000 + Random(2), -1, 0);
|
||||
sfxPlay3DSound(actor, 9000 + Random(2), -1, 0);
|
||||
seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1);
|
||||
break;
|
||||
|
||||
|
@ -3796,12 +3796,12 @@ static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, D
|
|||
|
||||
case 0:
|
||||
seqSpawn(25, actor, nTreeToGibClient);
|
||||
sfxPlay3DSound(pSprite, 351, -1, 0);
|
||||
sfxPlay3DSound(actor, 351, -1, 0);
|
||||
break;
|
||||
|
||||
case 1:
|
||||
seqSpawn(26, 3, pSprite->extra, nTreeToGibClient);
|
||||
sfxPlay3DSound(pSprite, 351, -1, 0);
|
||||
sfxPlay3DSound(actor, 351, -1, 0);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
@ -4214,7 +4214,7 @@ static void actTouchFloor(DBloodActor* actor, int nSector)
|
|||
if (tileGetSurfType(nSector + 0x4000) == kSurfLava)
|
||||
{
|
||||
actDamageSprite(actor, actor, kDamageBurn, 16);
|
||||
sfxPlay3DSound(&actor->s(), 352, 5, 2);
|
||||
sfxPlay3DSound(actor, 352, 5, 2);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4366,7 +4366,7 @@ static void checkHit(DBloodActor* actor)
|
|||
if (mass1 > mass2)
|
||||
{
|
||||
actKickObject(actor, actor2);
|
||||
sfxPlay3DSound(pSprite, 357, -1, 1);
|
||||
sfxPlay3DSound(actor, 357, -1, 1);
|
||||
int dmg = (mass1 - mass2) + abs(FixedToInt(actor->xvel()));
|
||||
if (dmg > 0) actDamageSprite(actor, actor2, (Chance(0x2000)) ? kDamageFall : kDamageBullet, dmg);
|
||||
}
|
||||
|
@ -4465,7 +4465,7 @@ static void checkFloorHit(DBloodActor* actor)
|
|||
}
|
||||
actKickObject(actor, actor2);
|
||||
sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 357, pSprite->sectnum);
|
||||
sfxPlay3DSound(pSprite, 374, 0, 0);
|
||||
sfxPlay3DSound(actor, 374, 0, 0);
|
||||
break;
|
||||
case kThingZombieHead:
|
||||
if (pPlayer)
|
||||
|
@ -4664,12 +4664,12 @@ int MoveThing(DBloodActor* actor)
|
|||
switch (pSprite->type)
|
||||
{
|
||||
case kThingZombieHead:
|
||||
sfxPlay3DSound(pSprite, 607, 0, 0);
|
||||
sfxPlay3DSound(actor, 607, 0, 0);
|
||||
actDamageSprite(nullptr, actor, kDamageFall, 80);
|
||||
break;
|
||||
|
||||
case kThingKickablePail:
|
||||
sfxPlay3DSound(pSprite, 374, 0, 0);
|
||||
sfxPlay3DSound(actor, 374, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -4744,14 +4744,14 @@ int MoveThing(DBloodActor* actor)
|
|||
case kThingZombieHead:
|
||||
if (abs(actor->zvel()) > 0x80000)
|
||||
{
|
||||
sfxPlay3DSound(pSprite, 607, 0, 0);
|
||||
sfxPlay3DSound(actor, 607, 0, 0);
|
||||
actDamageSprite(nullptr, actor, kDamageFall, 80);
|
||||
}
|
||||
break;
|
||||
|
||||
case kThingKickablePail:
|
||||
if (abs(actor->zvel()) > 0x80000)
|
||||
sfxPlay3DSound(pSprite, 374, 0, 0);
|
||||
sfxPlay3DSound(actor, 374, 0, 0);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -4784,14 +4784,14 @@ int MoveThing(DBloodActor* actor)
|
|||
case kThingZombieHead:
|
||||
if (abs(actor->zvel()) > 0x80000)
|
||||
{
|
||||
sfxPlay3DSound(pSprite, 607, 0, 0);
|
||||
sfxPlay3DSound(actor, 607, 0, 0);
|
||||
actDamageSprite(nullptr, actor, kDamageFall, 80);
|
||||
}
|
||||
break;
|
||||
|
||||
case kThingKickablePail:
|
||||
if (abs(actor->zvel()) > 0x80000)
|
||||
sfxPlay3DSound(pSprite, 374, 0, 0);
|
||||
sfxPlay3DSound(actor, 374, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -5035,7 +5035,7 @@ void MoveDude(DBloodActor* actor)
|
|||
if (playerAlive)
|
||||
{
|
||||
pPlayer->fallScream = 1;
|
||||
sfxPlay3DSound(pSprite, 719, 0, 0);
|
||||
sfxPlay3DSound(actor, 719, 0, 0);
|
||||
}
|
||||
}
|
||||
vec3_t const oldpos = pSprite->pos;
|
||||
|
@ -5067,7 +5067,7 @@ void MoveDude(DBloodActor* actor)
|
|||
actor->zvel() = -0x6aaaa;
|
||||
pPlayer->cantJump = 1;
|
||||
}
|
||||
sfxPlay3DSound(pSprite, 721, -1, 0);
|
||||
sfxPlay3DSound(actor, 721, -1, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -5119,7 +5119,7 @@ void MoveDude(DBloodActor* actor)
|
|||
pXSprite->burnTime = 0;
|
||||
pPlayer->bubbleTime = abs(actor->zvel()) >> 12;
|
||||
evPost(actor, 0, kCallbackPlayerBubble);
|
||||
sfxPlay3DSound(pSprite, 720, -1, 0);
|
||||
sfxPlay3DSound(actor, 720, -1, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -5129,7 +5129,7 @@ void MoveDude(DBloodActor* actor)
|
|||
case kDudeCultistShotgun:
|
||||
pXSprite->burnTime = 0;
|
||||
evPost(actor, 0, kCallbackEnemeyBubble);
|
||||
sfxPlay3DSound(pSprite, 720, -1, 0);
|
||||
sfxPlay3DSound(actor, 720, -1, 0);
|
||||
aiNewState(actor, &cultistSwimGoto);
|
||||
break;
|
||||
case kDudeBurningCultist:
|
||||
|
@ -5143,26 +5143,26 @@ void MoveDude(DBloodActor* actor)
|
|||
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
|
||||
pXSprite->burnTime = 0;
|
||||
evPost(actor, 0, kCallbackEnemeyBubble);
|
||||
sfxPlay3DSound(pSprite, 720, -1, 0);
|
||||
sfxPlay3DSound(actor, 720, -1, 0);
|
||||
aiNewState(actor, &cultistSwimGoto);
|
||||
break;
|
||||
}
|
||||
case kDudeZombieAxeNormal:
|
||||
pXSprite->burnTime = 0;
|
||||
evPost(actor, 0, kCallbackEnemeyBubble);
|
||||
sfxPlay3DSound(pSprite, 720, -1, 0);
|
||||
sfxPlay3DSound(actor, 720, -1, 0);
|
||||
aiNewState(actor, &zombieAGoto);
|
||||
break;
|
||||
case kDudeZombieButcher:
|
||||
pXSprite->burnTime = 0;
|
||||
evPost(actor, 0, kCallbackEnemeyBubble);
|
||||
sfxPlay3DSound(pSprite, 720, -1, 0);
|
||||
sfxPlay3DSound(actor, 720, -1, 0);
|
||||
aiNewState(actor, &zombieFGoto);
|
||||
break;
|
||||
case kDudeGillBeast:
|
||||
pXSprite->burnTime = 0;
|
||||
evPost(actor, 0, kCallbackEnemeyBubble);
|
||||
sfxPlay3DSound(pSprite, 720, -1, 0);
|
||||
sfxPlay3DSound(actor, 720, -1, 0);
|
||||
aiNewState(actor, &gillBeastSwimGoto);
|
||||
|
||||
pSprite->flags &= ~6;
|
||||
|
@ -5229,7 +5229,7 @@ void MoveDude(DBloodActor* actor)
|
|||
if (nDamage > (15 << 4) && (pSprite->flags & 4))
|
||||
playerLandingSound(pPlayer);
|
||||
if (nDamage > (30 << 4))
|
||||
sfxPlay3DSound(pSprite, 701, 0, 0);
|
||||
sfxPlay3DSound(actor, 701, 0, 0);
|
||||
}
|
||||
nDamage -= 100 << 4;
|
||||
if (nDamage > 0)
|
||||
|
@ -5513,7 +5513,7 @@ void actExplodeSprite(DBloodActor* actor)
|
|||
nType = kExplosionNapalm;
|
||||
seqSpawn(4, actor, -1);
|
||||
if (Chance(0x8000)) pSprite->cstat |= 4;
|
||||
sfxPlay3DSound(pSprite, 303, -1, 0);
|
||||
sfxPlay3DSound(actor, 303, -1, 0);
|
||||
GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr);
|
||||
break;
|
||||
|
||||
|
@ -5521,7 +5521,7 @@ void actExplodeSprite(DBloodActor* actor)
|
|||
nType = kExplosionFireball;
|
||||
seqSpawn(9, actor, -1);
|
||||
if (Chance(0x8000)) pSprite->cstat |= 4;
|
||||
sfxPlay3DSound(pSprite, 306, 24 + (pSprite->index & 3), FX_GlobalChannel); // ouch...
|
||||
sfxPlay3DSound(actor, 306, 24 + (pSprite->index & 3), FX_GlobalChannel); // ouch...
|
||||
GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr);
|
||||
break;
|
||||
|
||||
|
@ -5529,7 +5529,7 @@ void actExplodeSprite(DBloodActor* actor)
|
|||
case kMissileFireballTchernobog:
|
||||
nType = kExplosionFireball;
|
||||
seqSpawn(5, actor, -1);
|
||||
sfxPlay3DSound(pSprite, 304, -1, 0);
|
||||
sfxPlay3DSound(actor, 304, -1, 0);
|
||||
GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr);
|
||||
break;
|
||||
|
||||
|
@ -5537,7 +5537,7 @@ void actExplodeSprite(DBloodActor* actor)
|
|||
nType = kExplosionSmall;
|
||||
if (actor->hit().florhit == 0) seqSpawn(4, actor, -1);
|
||||
else seqSpawn(3, actor, -1);
|
||||
sfxPlay3DSound(pSprite, 303, -1, 0);
|
||||
sfxPlay3DSound(actor, 303, -1, 0);
|
||||
GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr);
|
||||
break;
|
||||
|
||||
|
@ -5551,14 +5551,14 @@ void actExplodeSprite(DBloodActor* actor)
|
|||
if (actor->hit().florhit == 0) seqSpawn(4, actor, -1);
|
||||
else
|
||||
seqSpawn(3, actor, -1);
|
||||
sfxPlay3DSound(pSprite, 304, -1, 0);
|
||||
sfxPlay3DSound(actor, 304, -1, 0);
|
||||
GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr);
|
||||
break;
|
||||
|
||||
case kThingArmedSpray:
|
||||
nType = kExplosionSpray;
|
||||
seqSpawn(5, actor, -1);
|
||||
sfxPlay3DSound(pSprite, 307, -1, 0);
|
||||
sfxPlay3DSound(actor, 307, -1, 0);
|
||||
GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr);
|
||||
break;
|
||||
|
||||
|
@ -5579,7 +5579,7 @@ void actExplodeSprite(DBloodActor* actor)
|
|||
pSprite = &spawned->s();
|
||||
pXSprite = &spawned->x();
|
||||
|
||||
sfxPlay3DSound(pSprite, 305, -1, 0);
|
||||
sfxPlay3DSound(actor, 305, -1, 0);
|
||||
GibSprite(pSprite, GIBTYPE_14, nullptr, nullptr);
|
||||
break;
|
||||
}
|
||||
|
@ -5613,13 +5613,13 @@ void actExplodeSprite(DBloodActor* actor)
|
|||
#endif
|
||||
|
||||
if (getSequence(nSeq)) seqSpawn(nSeq, actor, -1);
|
||||
sfxPlay3DSound(pSprite, nSnd, -1, 0);
|
||||
sfxPlay3DSound(actor, nSnd, -1, 0);
|
||||
break;
|
||||
}
|
||||
case kThingPodFireBall:
|
||||
nType = kExplosionFireball;
|
||||
seqSpawn(9, actor, -1);
|
||||
sfxPlay3DSound(pSprite, 307, -1, 0);
|
||||
sfxPlay3DSound(actor, 307, -1, 0);
|
||||
GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr);
|
||||
sub_746D4(pSprite, 240);
|
||||
break;
|
||||
|
@ -5628,7 +5628,7 @@ void actExplodeSprite(DBloodActor* actor)
|
|||
nType = kExplosionStandard;
|
||||
seqSpawn(4, actor, -1);
|
||||
if (Chance(0x8000)) pSprite->cstat |= 4;
|
||||
sfxPlay3DSound(pSprite, 303, -1, 0);
|
||||
sfxPlay3DSound(actor, 303, -1, 0);
|
||||
GibSprite(pSprite, GIBTYPE_5, nullptr, nullptr);
|
||||
break;
|
||||
}
|
||||
|
@ -6245,7 +6245,7 @@ static void actCheckDudes()
|
|||
pPlayer->chokeEffect = 0;
|
||||
|
||||
if (actor->xvel() || actor->yvel())
|
||||
sfxPlay3DSound(pSprite, 709, 100, 2);
|
||||
sfxPlay3DSound(actor, 709, 100, 2);
|
||||
|
||||
pPlayer->bubbleTime = ClipLow(pPlayer->bubbleTime - 4, 0);
|
||||
}
|
||||
|
@ -6254,7 +6254,7 @@ static void actCheckDudes()
|
|||
if (pPlayer->pXSprite->health > 0 && pPlayer->restTime >= 1200 && Chance(0x200))
|
||||
{
|
||||
pPlayer->restTime = -1;
|
||||
sfxPlay3DSound(pSprite, 3100 + Random(11), 0, 2);
|
||||
sfxPlay3DSound(actor, 3100 + Random(11), 0, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -6604,11 +6604,11 @@ DBloodActor* actSpawnThing(int nSector, int x, int y, int z, int nThingType)
|
|||
|
||||
case kThingArmedTNTStick:
|
||||
evPost(nThing, 3, 0, kCallbackFXDynPuff);
|
||||
sfxPlay3DSound(pSprite, 450, 0, 0);
|
||||
sfxPlay3DSound(actor, 450, 0, 0);
|
||||
break;
|
||||
|
||||
case kThingArmedTNTBundle:
|
||||
sfxPlay3DSound(pSprite, 450, 0, 0);
|
||||
sfxPlay3DSound(actor, 450, 0, 0);
|
||||
evPost(nThing, 3, 0, kCallbackFXDynPuff);
|
||||
break;
|
||||
|
||||
|
@ -7351,17 +7351,17 @@ void MakeSplash(DBloodActor* actor)
|
|||
{
|
||||
case kSurfWater:
|
||||
seqSpawn(6, actor, -1);
|
||||
sfxPlay3DSound(pSprite, 356, -1, 0);
|
||||
sfxPlay3DSound(actor, 356, -1, 0);
|
||||
break;
|
||||
default:
|
||||
seqSpawn(7, actor, -1);
|
||||
sfxPlay3DSound(pSprite, 354, -1, 0);
|
||||
sfxPlay3DSound(actor, 354, -1, 0);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case kThingDripBlood:
|
||||
seqSpawn(8, actor, -1);
|
||||
sfxPlay3DSound(pSprite, 354, -1, 0);
|
||||
sfxPlay3DSound(actor, 354, -1, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1013,7 +1013,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
if (powerupCheck(pPlayer, kPwUpShadowCloak)) pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
|
||||
if (readyForCrit(pSource, pSprite))
|
||||
{
|
||||
nDamage += aiDamageSprite(actor, source, nDmgType, nDamage * (10 - gGameOptions.nDifficulty));
|
||||
nDamage += aiDamageSprite(actor, source, nDmgType, nDamage * (10 - gGameOptions.nDifficulty));
|
||||
if (pXSprite->health > 0)
|
||||
{
|
||||
int fullHp = (pXSprite->sysData2 > 0) ? ClipRange(pXSprite->sysData2 << 4, 1, 65535) : getDudeInfo(pSprite->type)->startHealth << 4;
|
||||
|
|
|
@ -78,7 +78,7 @@ void SlashSeqCallback(int, DBloodActor* actor)
|
|||
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
|
||||
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
|
||||
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
|
||||
sfxPlay3DSound(pSprite, 9012+Random(2), -1, 0);
|
||||
sfxPlay3DSound(actor, 9012+Random(2), -1, 0);
|
||||
}
|
||||
|
||||
void StompSeqCallback(int, DBloodActor* actor1)
|
||||
|
@ -171,7 +171,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
|
|||
}
|
||||
}
|
||||
}
|
||||
sfxPlay3DSound(pSprite, 9015+Random(2), -1, 0);
|
||||
sfxPlay3DSound(actor1, 9015+Random(2), -1, 0);
|
||||
}
|
||||
|
||||
static void MorphToBeast(DBloodActor* actor)
|
||||
|
|
|
@ -75,11 +75,11 @@ void SeqAttackCallback(int, DBloodActor* actor)
|
|||
actFireVector(actor, 0, 0, dx+r3, dy+r2, dz+r1, kVectorShell);
|
||||
}
|
||||
if (Chance(0x8000))
|
||||
sfxPlay3DSound(pSprite, 10000+Random(5), -1, 0);
|
||||
sfxPlay3DSound(actor, 10000+Random(5), -1, 0);
|
||||
if (Chance(0x8000))
|
||||
sfxPlay3DSound(pSprite, 1001, -1, 0);
|
||||
sfxPlay3DSound(actor, 1001, -1, 0);
|
||||
else
|
||||
sfxPlay3DSound(pSprite, 1002, -1, 0);
|
||||
sfxPlay3DSound(actor, 1002, -1, 0);
|
||||
}
|
||||
|
||||
static void calebThinkSearch(DBloodActor* actor)
|
||||
|
@ -241,7 +241,7 @@ static void calebThinkChase(DBloodActor* actor)
|
|||
else
|
||||
aiNewState(actor, &tinycalebGoto);
|
||||
if (Chance(0x2000))
|
||||
sfxPlay3DSound(pSprite, 10000 + Random(5), -1, 0);
|
||||
sfxPlay3DSound(actor, 10000 + Random(5), -1, 0);
|
||||
actor->SetTarget(nullptr);
|
||||
}
|
||||
|
||||
|
|
|
@ -84,7 +84,7 @@ void TommySeqCallback(int, DBloodActor* actor)
|
|||
dy += Random3((5-gGameOptions.nDifficulty)*1000);
|
||||
dz += Random3((5-gGameOptions.nDifficulty)*500);
|
||||
actFireVector(actor, 0, 0, dx, dy, dz, kVectorBullet);
|
||||
sfxPlay3DSound(pSprite, 4001, -1, 0);
|
||||
sfxPlay3DSound(actor, 4001, -1, 0);
|
||||
}
|
||||
|
||||
void TeslaSeqCallback(int, DBloodActor* actor)
|
||||
|
@ -100,7 +100,7 @@ void TeslaSeqCallback(int, DBloodActor* actor)
|
|||
dy += Random3((5-gGameOptions.nDifficulty)*1000);
|
||||
dz += Random3((5-gGameOptions.nDifficulty)*500);
|
||||
actFireMissile(pSprite, 0, 0, dx, dy, dz, kMissileTeslaRegular);
|
||||
sfxPlay3DSound(pSprite, 470, -1, 0);
|
||||
sfxPlay3DSound(actor, 470, -1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -122,9 +122,9 @@ void ShotSeqCallback(int, DBloodActor* actor)
|
|||
actFireVector(actor, 0, 0, dx+r3, dy+r2, dz+r1, kVectorShell);
|
||||
}
|
||||
if (Chance(0x8000))
|
||||
sfxPlay3DSound(pSprite, 1001, -1, 0);
|
||||
sfxPlay3DSound(actor, 1001, -1, 0);
|
||||
else
|
||||
sfxPlay3DSound(pSprite, 1002, -1, 0);
|
||||
sfxPlay3DSound(actor, 1002, -1, 0);
|
||||
}
|
||||
|
||||
void cultThrowSeqCallback(int, DBloodActor* actor)
|
||||
|
@ -135,7 +135,7 @@ void cultThrowSeqCallback(int, DBloodActor* actor)
|
|||
if (gGameOptions.nDifficulty > 2)
|
||||
nMissile = kThingArmedTNTBundle;
|
||||
char v4 = Chance(0x6000);
|
||||
sfxPlay3DSound(pSprite, 455, -1, 0);
|
||||
sfxPlay3DSound(actor, 455, -1, 0);
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype *pTarget = &actor->GetTarget()->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
|
@ -160,7 +160,7 @@ void sub_68170(int, DBloodActor* actor)
|
|||
int nMissile = kThingArmedTNTStick;
|
||||
if (gGameOptions.nDifficulty > 2)
|
||||
nMissile = kThingArmedTNTBundle;
|
||||
sfxPlay3DSound(pSprite, 455, -1, 0);
|
||||
sfxPlay3DSound(actor, 455, -1, 0);
|
||||
auto pMissile = actFireThing(actor, 0, 0, actor->dudeSlope - 9460, nMissile, 0x133333);
|
||||
evPost(pMissile, 120 * (2 + Random(2)), kCmdOn);
|
||||
}
|
||||
|
@ -172,7 +172,7 @@ void sub_68230(int, DBloodActor* actor)
|
|||
int nMissile = kThingArmedTNTStick;
|
||||
if (gGameOptions.nDifficulty > 2)
|
||||
nMissile = kThingArmedTNTBundle;
|
||||
sfxPlay3DSound(pSprite, 455, -1, 0);
|
||||
sfxPlay3DSound(actor, 455, -1, 0);
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype *pTarget = &actor->GetTarget()->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
|
|
|
@ -407,7 +407,7 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
switch (hit)
|
||||
{
|
||||
case -1:
|
||||
sfxPlay3DSound(pSprite, 1408, 0, 0);
|
||||
sfxPlay3DSound(actor, 1408, 0, 0);
|
||||
aiNewState(actor, &gargoyleFThrow);
|
||||
break;
|
||||
case 0:
|
||||
|
@ -416,12 +416,12 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
case 3:
|
||||
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeGargoyleStone)
|
||||
{
|
||||
sfxPlay3DSound(pSprite, 1408, 0, 0);
|
||||
sfxPlay3DSound(actor, 1408, 0, 0);
|
||||
aiNewState(actor, &gargoyleFThrow);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
sfxPlay3DSound(pSprite, 1408, 0, 0);
|
||||
sfxPlay3DSound(actor, 1408, 0, 0);
|
||||
aiNewState(actor, &gargoyleFThrow);
|
||||
break;
|
||||
}
|
||||
|
@ -432,7 +432,7 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
switch (hit)
|
||||
{
|
||||
case -1:
|
||||
sfxPlay3DSound(pSprite, 1406, 0, 0);
|
||||
sfxPlay3DSound(actor, 1406, 0, 0);
|
||||
aiNewState(actor, &gargoyleFSlash);
|
||||
break;
|
||||
case 0:
|
||||
|
@ -441,12 +441,12 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
case 3:
|
||||
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeGargoyleStone)
|
||||
{
|
||||
sfxPlay3DSound(pSprite, 1406, 0, 0);
|
||||
sfxPlay3DSound(actor, 1406, 0, 0);
|
||||
aiNewState(actor, &gargoyleFSlash);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
sfxPlay3DSound(pSprite, 1406, 0, 0);
|
||||
sfxPlay3DSound(actor, 1406, 0, 0);
|
||||
aiNewState(actor, &gargoyleFSlash);
|
||||
break;
|
||||
}
|
||||
|
@ -466,7 +466,7 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
switch (hit)
|
||||
{
|
||||
case -1:
|
||||
sfxPlay3DSound(pSprite, 1457, 0, 0);
|
||||
sfxPlay3DSound(actor, 1457, 0, 0);
|
||||
aiNewState(actor, &gargoyleSBlast);
|
||||
break;
|
||||
case 0:
|
||||
|
@ -475,12 +475,12 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
case 3:
|
||||
if (pSprite->type != sprite[gHitInfo.hitsprite].type && sprite[gHitInfo.hitsprite].type != kDudeGargoyleFlesh)
|
||||
{
|
||||
sfxPlay3DSound(pSprite, 1457, 0, 0);
|
||||
sfxPlay3DSound(actor, 1457, 0, 0);
|
||||
aiNewState(actor, &gargoyleSBlast);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
sfxPlay3DSound(pSprite, 1457, 0, 0);
|
||||
sfxPlay3DSound(actor, 1457, 0, 0);
|
||||
aiNewState(actor, &gargoyleSBlast);
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -74,7 +74,7 @@ void ghostSlashSeqCallback(int, DBloodActor* actor)
|
|||
int dz = height-height2;
|
||||
int dx = CosScale16(pSprite->ang);
|
||||
int dy = SinScale16(pSprite->ang);
|
||||
sfxPlay3DSound(pSprite, 1406, 0, 0);
|
||||
sfxPlay3DSound(actor, 1406, 0, 0);
|
||||
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGhost);
|
||||
int r1 = Random(50);
|
||||
int r2 = Random(50);
|
||||
|
@ -172,12 +172,12 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
|
|||
#ifdef NOONE_EXTENSIONS
|
||||
// allow fire missile in non-player targets if not a demo
|
||||
if (IsPlayerSprite(pTarget) || gModernMap) {
|
||||
sfxPlay3DSound(pSprite, 489, 0, 0);
|
||||
sfxPlay3DSound(actor, 489, 0, 0);
|
||||
actFireMissile(pSprite, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull);
|
||||
}
|
||||
#else
|
||||
if (IsPlayerSprite(pTarget)) {
|
||||
sfxPlay3DSound(pSprite, 489, 0, 0);
|
||||
sfxPlay3DSound(actor, 489, 0, 0);
|
||||
actFireMissile(pSprite, 0, 0, aim.dx, aim.dy, aim.dz, kMissileEctoSkull);
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -230,7 +230,7 @@ static void gillThinkChase(DBloodActor* actor)
|
|||
aiNewState(actor, &gillBeastSwimGoto);
|
||||
else
|
||||
aiNewState(actor, &gillBeastGoto);
|
||||
sfxPlay3DSound(pSprite, 1701, -1, 0);
|
||||
sfxPlay3DSound(actor, 1701, -1, 0);
|
||||
actor->SetTarget(nullptr);
|
||||
}
|
||||
|
||||
|
|
|
@ -53,12 +53,12 @@ AISTATE tentacleChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveTurn, aiPodChase,
|
|||
|
||||
void sub_6FF08(int, DBloodActor* actor)
|
||||
{
|
||||
sfxPlay3DSound(&actor->s(), 2503, -1, 0);
|
||||
sfxPlay3DSound(actor, 2503, -1, 0);
|
||||
}
|
||||
|
||||
void sub_6FF54(int, DBloodActor* actor)
|
||||
{
|
||||
sfxPlay3DSound(&actor->s(), 2500, -1, 0);
|
||||
sfxPlay3DSound(actor, 2500, -1, 0);
|
||||
}
|
||||
|
||||
void podAttack(int, DBloodActor* actor)
|
||||
|
@ -85,9 +85,9 @@ void podAttack(int, DBloodActor* actor)
|
|||
if (pDudeInfo->seeDist*0.1 < nDist)
|
||||
{
|
||||
if (Chance(0x8000))
|
||||
sfxPlay3DSound(pSprite, 2474, -1, 0);
|
||||
sfxPlay3DSound(actor, 2474, -1, 0);
|
||||
else
|
||||
sfxPlay3DSound(pSprite, 2475, -1, 0);
|
||||
sfxPlay3DSound(actor, 2475, -1, 0);
|
||||
pMissile = actFireThing(actor, 0, -8000, dz/128-14500, kThingPodGreenBall, (nDist2<<23)/120);
|
||||
}
|
||||
if (pMissile)
|
||||
|
@ -97,7 +97,7 @@ void podAttack(int, DBloodActor* actor)
|
|||
dz += 8000;
|
||||
if (pDudeInfo->seeDist*0.1 < nDist)
|
||||
{
|
||||
sfxPlay3DSound(pSprite, 2454, -1, 0);
|
||||
sfxPlay3DSound(actor, 2454, -1, 0);
|
||||
pMissile = actFireThing(actor, 0, -8000, dz/128-14500, kThingPodFireBall, (nDist2<<23)/120);
|
||||
}
|
||||
if (pMissile)
|
||||
|
@ -111,7 +111,7 @@ void podAttack(int, DBloodActor* actor)
|
|||
void sub_70284(int, DBloodActor* actor)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
sfxPlay3DSound(pSprite, 2502, -1, 0);
|
||||
sfxPlay3DSound(actor, 2502, -1, 0);
|
||||
int nDist, nBurn;
|
||||
DAMAGE_TYPE dmgType;
|
||||
switch (pSprite->type) {
|
||||
|
|
|
@ -197,7 +197,7 @@ void punchCallback(int, DBloodActor* actor)
|
|||
int dz = nZOffset1 - nZOffset2;
|
||||
|
||||
if (!playGenDudeSound(pSprite, kGenDudeSndAttackMelee))
|
||||
sfxPlay3DSound(pSprite, 530, 1, 0);
|
||||
sfxPlay3DSound(actor, 530, 1, 0);
|
||||
|
||||
actFireVector(actor, 0, 0, dx, dy, dz,kVectorGenDudePunch);
|
||||
}
|
||||
|
@ -295,7 +295,7 @@ static void ThrowThing(DBloodActor* actor, bool impact)
|
|||
const THINGINFO* pThinkInfo = &thingInfo[curWeapon - kThingBase];
|
||||
if (!gThingInfoExtra[curWeapon - kThingBase].allowThrow) return;
|
||||
else if (!playGenDudeSound(pSprite, kGenDudeSndAttackThrow))
|
||||
sfxPlay3DSound(pSprite, 455, -1, 0);
|
||||
sfxPlay3DSound(actor, 455, -1, 0);
|
||||
|
||||
int zThrow = 14500;
|
||||
int dx = pTarget->x - pSprite->x;
|
||||
|
@ -357,7 +357,7 @@ static void ThrowThing(DBloodActor* actor, bool impact)
|
|||
if (pLeech != NULL) pXThing->health = pXLeech->health;
|
||||
else pXThing->health = ((pThinkInfo->startHealth << 4) * gGameOptions.nDifficulty) >> 1;
|
||||
|
||||
sfxPlay3DSound(pSprite, 490, -1, 0);
|
||||
sfxPlay3DSound(actor, 490, -1, 0);
|
||||
|
||||
pXThing->data3 = 512 / (gGameOptions.nDifficulty + 1);
|
||||
pThing->cstat &= ~CSTAT_SPRITE_BLOCK;
|
||||
|
|
|
@ -81,7 +81,7 @@ void HackSeqCallback(int, DBloodActor* actor)
|
|||
|
||||
void StandSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
sfxPlay3DSound(&actor->s(), 1102, -1, 0);
|
||||
sfxPlay3DSound(actor, 1102, -1, 0);
|
||||
}
|
||||
|
||||
static void zombaThinkSearch(DBloodActor* actor)
|
||||
|
|
Loading…
Reference in a new issue