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- Blood: sfxPlay3DSound
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parent
5df5520754
commit
424a58f91b
3 changed files with 18 additions and 14 deletions
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@ -2895,7 +2895,7 @@ bool actHealDude(DBloodActor* actor, int add, int threshold)
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threshold <<= 4;
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if (actor->xspr.health < (unsigned)threshold)
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{
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if (actor->IsPlayerActor()) sfxPlay3DSound(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 780, actor->sector());
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if (actor->IsPlayerActor()) sfxPlay3DSound(actor->spr.pos, 780, actor->sector());
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actor->xspr.health = min<uint32_t>(actor->xspr.health + add, threshold);
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return true;
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}
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@ -3728,7 +3728,7 @@ static int actDamageThing(DBloodActor* source, DBloodActor* actor, int damage, D
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{
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case -1:
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GibSprite(actor, GIBTYPE_14, nullptr, nullptr);
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sfxPlay3DSound(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 312, actor->sector());
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sfxPlay3DSound(actor->spr.pos, 312, actor->sector());
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actPostSprite(actor, kStatFree);
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break;
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@ -3901,7 +3901,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissileArcGargoyle:
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sfxKill3DSound(missileActor, -1, -1);
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sfxPlay3DSound(missileActor->int_pos().X, missileActor->int_pos().Y, missileActor->int_pos().Z, 306, missileActor->sector());
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sfxPlay3DSound(missileActor->spr.pos, 306, missileActor->sector());
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GibSprite(missileActor, GIBTYPE_6, NULL, NULL);
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if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
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@ -3915,7 +3915,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissileLifeLeechAltNormal:
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case kMissileLifeLeechAltSmall:
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sfxKill3DSound(missileActor, -1, -1);
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sfxPlay3DSound(missileActor->int_pos().X, missileActor->int_pos().Y, missileActor->int_pos().Z, 306, missileActor->sector());
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sfxPlay3DSound(missileActor->spr.pos, 306, missileActor->sector());
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if (hitCode == 3 && actorHit && (pThingInfo || pDudeInfo))
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{
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@ -4029,7 +4029,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissileEctoSkull:
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sfxKill3DSound(missileActor, -1, -1);
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sfxPlay3DSound(missileActor->int_pos().X, missileActor->int_pos().Y, missileActor->int_pos().Z, 522, missileActor->sector());
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sfxPlay3DSound(missileActor->spr.pos, 522, missileActor->sector());
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actPostSprite(missileActor, kStatDebris);
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seqSpawn(20, missileActor, -1);
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if (hitCode == 3 && actorHit && actorHit->hasX())
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@ -4062,7 +4062,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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case kMissileTeslaRegular:
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sfxKill3DSound(missileActor, -1, -1);
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sfxPlay3DSound(missileActor->int_pos().X, missileActor->int_pos().Y, missileActor->int_pos().Z, 518, missileActor->sector());
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sfxPlay3DSound(missileActor->spr.pos, 518, missileActor->sector());
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GibSprite(missileActor, (hitCode == 2) ? GIBTYPE_23 : GIBTYPE_22, NULL, NULL);
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evKillActor(missileActor);
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seqKill(missileActor);
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@ -4296,7 +4296,7 @@ static void checkHit(DBloodActor* actor)
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break;
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case kThingZombieHead:
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sfxPlay3DSound(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 357, actor->sector());
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sfxPlay3DSound(actor->spr.pos, 357, actor->sector());
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actKickObject(actor, actor2);
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actDamageSprite(nullptr, actor2, kDamageFall, 80);
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break;
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@ -4374,7 +4374,7 @@ static void checkFloorHit(DBloodActor* actor)
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pPlayer->kickPower = PlayClock + 60;
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}
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actKickObject(actor, actor2);
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sfxPlay3DSound(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 357, actor->sector());
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sfxPlay3DSound(actor->spr.pos, 357, actor->sector());
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sfxPlay3DSound(actor, 374, 0, 0);
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break;
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case kThingZombieHead:
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@ -4384,7 +4384,7 @@ static void checkFloorHit(DBloodActor* actor)
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pPlayer->kickPower = PlayClock + 60;
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}
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actKickObject(actor, actor2);
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sfxPlay3DSound(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 357, actor->sector());
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sfxPlay3DSound(actor->spr.pos, 357, actor->sector());
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actDamageSprite(nullptr, actor2, kDamageFall, 80);
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break;
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case kTrapSawCircular:
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@ -5527,7 +5527,7 @@ void actActivateGibObject(DBloodActor* actor)
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if (gib1 > 0) GibSprite(actor, (GIBTYPE)(gib1 - 1), nullptr, nullptr);
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if (gib2 > 0) GibSprite(actor, (GIBTYPE)(gib2 - 1), nullptr, nullptr);
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if (gib3 > 0 && actor->xspr.burnTime > 0) GibSprite(actor, (GIBTYPE)(gib3 - 1), nullptr, nullptr);
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if (sound > 0) sfxPlay3DSound(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, sound, actor->sector());
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if (sound > 0) sfxPlay3DSound(actor->spr.pos, sound, actor->sector());
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if (dropmsg > 0) actDropObject(actor, dropmsg);
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if (!(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE) && !(actor->spr.flags & kHitagRespawn))
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@ -164,14 +164,13 @@ FSoundID getSfx(FSoundID soundId, float& attenuation, int& pitch, int& relvol)
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//
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//---------------------------------------------------------------------------
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void sfxPlay3DSound(int x, int y, int z, int soundId, sectortype* pSector)
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void sfxPlay3DSound(const DVector3& pos, int soundId, sectortype* pSector)
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{
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if (!SoundEnabled() || soundId < 0) return;
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auto sid = soundEngine->FindSoundByResID(soundId);
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if (sid == 0) return;
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vec3_t xyz = { x, y, z };
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auto svec = GetSoundPos(xyz);
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auto svec = GetSoundPos(pos);
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float attenuation;
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int pitch = -1;
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@ -50,7 +50,12 @@ void sndProcess(void);
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void sndTerm(void);
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void sndInit(void);
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void sfxPlay3DSound(int x, int y, int z, int soundId, sectortype* pSector);
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void sfxPlay3DSound(const DVector3& pos, int soundId, sectortype* pSector);
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inline void sfxPlay3DSound(int x, int y, int z, int soundId, sectortype* pSector)
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{
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DVector3 pos(x * inttoworld, y * inttoworld, z * zinttoworld);
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sfxPlay3DSound(pos, soundId, pSector);
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}
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void sfxPlay3DSound(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0);
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void sfxPlay3DSoundCP(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0);
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void sfxKill3DSound(DBloodActor* pSprite, int a2 = -1, int a3 = -1);
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