mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- added S_PlaySound3D variant receiving a float vector
This commit is contained in:
parent
e31f10be8a
commit
4956062b22
2 changed files with 10 additions and 6 deletions
|
@ -348,7 +348,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
|||
{
|
||||
uint8_t switchpal;
|
||||
int lotag, hitag, picnum, correctdips, numdips;
|
||||
int sx, sy;
|
||||
DVector2 pos;
|
||||
|
||||
if (wwal == nullptr && act == nullptr) return 0;
|
||||
correctdips = 1;
|
||||
|
@ -359,8 +359,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
|||
lotag = act->spr.lotag;
|
||||
if (lotag == 0) return 0;
|
||||
hitag = act->spr.hitag;
|
||||
sx = act->int_pos().X;
|
||||
sy = act->int_pos().Y;
|
||||
pos = act->spr.pos.XY();
|
||||
picnum = act->spr.picnum;
|
||||
switchpal = act->spr.pal;
|
||||
}
|
||||
|
@ -369,8 +368,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
|||
lotag = wwal->lotag;
|
||||
if (lotag == 0) return 0;
|
||||
hitag = wwal->hitag;
|
||||
sx = wwal->wall_int_pos().X;
|
||||
sy = wwal->wall_int_pos().Y;
|
||||
pos = wwal->pos;
|
||||
picnum = wwal->picnum;
|
||||
switchpal = wwal->pal;
|
||||
}
|
||||
|
@ -681,7 +679,7 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
|
|||
setnextmap(false);
|
||||
}
|
||||
|
||||
vec3_t v = { sx, sy, ps[snum].player_int_pos().Z };
|
||||
DVector3 v(pos, ps[snum].pos.Z);
|
||||
switch (picnum)
|
||||
{
|
||||
default:
|
||||
|
|
|
@ -41,6 +41,12 @@ void S_WorldTourMappingsForOldSounds();
|
|||
|
||||
int S_PlaySound(int num, int channel = CHAN_AUTO, EChanFlags flags = 0, float vol =0.8f);
|
||||
int S_PlaySound3D(int num, DDukeActor* spriteNum, const vec3_t& pos, int channel = CHAN_AUTO, EChanFlags flags = 0);
|
||||
inline int S_PlaySound3D(int num, DDukeActor* spriteNum, const DVector3& pos, int channel = CHAN_AUTO, EChanFlags flags = 0)
|
||||
{
|
||||
vec3_t v( pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
|
||||
return S_PlaySound3D(num, spriteNum, v, channel, flags);
|
||||
}
|
||||
|
||||
int S_PlayActorSound(int soundNum, DDukeActor* spriteNum, int channel = CHAN_AUTO, EChanFlags flags = 0);
|
||||
void S_MenuSound(void);
|
||||
|
||||
|
|
Loading…
Reference in a new issue