- PlaySound calls in DoGet.

This commit is contained in:
Christoph Oelckers 2021-11-06 10:02:18 +01:00
parent 6f8480ebc3
commit 580b7002fb

View file

@ -5326,7 +5326,7 @@ DoGet(DSWActor* actor)
u->WaitTics -= ACTORMOVETICS * 2;
if (u->WaitTics <= 0)
{
PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
PlaySound(DIGI_ITEM_SPAWN, actor, v3df_none);
DoSpawnItemTeleporterEffect(sp);
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
}
@ -5415,7 +5415,7 @@ KeyMain:
pp->HasKey[key_num] = true;
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_KEY, sp, v3df_dontpan);
PlaySound(DIGI_KEY, actor, v3df_dontpan);
// don't kill keys in coop
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
@ -5444,7 +5444,7 @@ KeyMain:
}
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_BIGITEM, sp, v3df_dontpan);
PlaySound(DIGI_BIGITEM, actor, v3df_dontpan);
// override for respawn mode
if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
@ -5479,7 +5479,7 @@ KeyMain:
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
// override for respawn mode
if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
@ -5516,7 +5516,7 @@ KeyMain:
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_BIGITEM, sp, v3df_dontpan);
PlaySound(DIGI_BIGITEM, actor, v3df_dontpan);
// override for respawn mode
if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
@ -5542,7 +5542,7 @@ KeyMain:
PlayerUpdateInventory(pp, INVENTORY_MEDKIT);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
// override for respawn mode
if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
@ -5565,7 +5565,7 @@ KeyMain:
PlayerUpdateInventory(pp, INVENTORY_CHEMBOMB);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGet(actor);
}
break;
@ -5580,7 +5580,7 @@ KeyMain:
PlayerUpdateInventory(pp, INVENTORY_FLASHBOMB);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGet(actor);
}
break;
@ -5597,7 +5597,7 @@ KeyMain:
PlayerUpdateInventory(pp, INVENTORY_CALTROPS);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGet(actor);
}
break;
@ -5611,7 +5611,7 @@ KeyMain:
PlayerUpdateInventory(pp, INVENTORY_NIGHT_VISION);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGet(actor);
}
break;
@ -5624,7 +5624,7 @@ KeyMain:
PlayerUpdateInventory(pp, INVENTORY_REPAIR_KIT);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
// don't kill repair kit in coop
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
@ -5641,7 +5641,7 @@ KeyMain:
pp->InventoryAmount[INVENTORY_ENVIRON_SUIT] = 1;
PlayerUpdateInventory(pp, INVENTORY_ENVIRON_SUIT);
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGet(actor);
}
break;
@ -5655,7 +5655,7 @@ KeyMain:
PlayerUpdateInventory(pp, INVENTORY_CLOAK);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGet(actor);
}
break;
@ -5676,7 +5676,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_STAR, DamageData[WPN_STAR].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_STAR)))
break;
@ -5703,7 +5703,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_MINE, DamageData[WPN_MINE].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
ChoosePlayerGetSound(pp);
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_MINE)))
@ -5733,7 +5733,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_UZI)) && TEST(pp->Flags, PF_TWO_UZI))
@ -5770,7 +5770,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGetAmmo(actor);
break;
@ -5789,7 +5789,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
ChoosePlayerGetSound(pp);
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_MICRO)))
@ -5811,7 +5811,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGetAmmo(actor);
break;
@ -5823,7 +5823,7 @@ KeyMain:
pp->WpnRocketNuke =uint8_t(DamageData[DMG_NUCLEAR_EXP].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
PlayerSound(DIGI_ILIKENUKES, v3df_dontpan|v3df_doppler|v3df_follow,pp);
if (pp->CurWpn == pp->Wpn[WPN_MICRO])
@ -5856,7 +5856,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
//ChoosePlayerGetSound(pp);
if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
@ -5880,7 +5880,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGetAmmo(actor);
break;
@ -5888,7 +5888,7 @@ KeyMain:
case ICON_ROCKET:
pp->WpnAmmo[WPN_ROCKET] += 15;
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGet(actor);
if (TEST(pp->WpnFlags, BIT(WPN_ROCKET)))
break;
@ -5905,7 +5905,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_ROCKET, 20);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGet(actor);
break;
#endif
@ -5925,7 +5925,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
if (pp == Player+myconnectindex)
{
if (STD_RANDOM_RANGE(1000) > 700)
@ -5956,7 +5956,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGetAmmo(actor);
break;
@ -5974,7 +5974,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
ChoosePlayerGetSound(pp);
KillGetWeapon(actor);
if (TEST(pp->WpnFlags, BIT(WPN_SHOTGUN)))
@ -5996,7 +5996,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGetAmmo(actor);
break;
@ -6009,7 +6009,7 @@ KeyMain:
pp->WpnShotgunAuto = 50;
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGet(actor);
if (pp->CurWpn == pp->Wpn[WPN_SHOTGUN])
{
@ -6040,7 +6040,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
//ChoosePlayerGetSound(pp);
if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
@ -6066,7 +6066,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGetAmmo(actor);
break;
@ -6085,7 +6085,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
//ChoosePlayerGetSound(pp);
if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
@ -6113,7 +6113,7 @@ KeyMain:
PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGetAmmo(actor);
break;
@ -6125,7 +6125,7 @@ KeyMain:
pp->WpnRocketHeat = uint8_t(DamageData[DMG_NUCLEAR_EXP].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
KillGet(actor);
if (pp->CurWpn == pp->Wpn[WPN_MICRO])
@ -6149,7 +6149,7 @@ KeyMain:
{
if (sp->pal == sprite[pp->PlayerSprite].pal) break; // Can't pick up your own flag!
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
PlaySound(DIGI_ITEM, actor, v3df_dontpan);
DSWActor* actorNew;
if (sp->hitag == TAG_NORESPAWN_FLAG)
@ -6700,7 +6700,7 @@ void ActorWarpUpdatePos(DSWActor* actor, short sectnum)
DoActorZrange(actor);
}
void MissileWarpType(DSWActor* sp, DSWActor* act_warp)
void MissileWarpType(DSWActor* actor, DSWActor* act_warp)
{
auto sp_warp = &act_warp->s();
switch (SP_TAG1(sp_warp))
@ -6715,13 +6715,13 @@ void MissileWarpType(DSWActor* sp, DSWActor* act_warp)
case 1:
break;
default:
PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
DoSpawnItemTeleporterEffect(&sp->s());
PlaySound(DIGI_ITEM_SPAWN, actor, v3df_none);
DoSpawnItemTeleporterEffect(&actor->s());
break;
}
}
void ActorWarpType(DSWActor* sp, DSWActor* act_warp)
void ActorWarpType(DSWActor* actor, DSWActor* act_warp)
{
auto sp_warp = &act_warp->s();
switch (SP_TAG3(sp_warp))
@ -6729,8 +6729,8 @@ void ActorWarpType(DSWActor* sp, DSWActor* act_warp)
case 1:
break;
default:
PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
DoSpawnTeleporterEffectPlace(sp);
PlaySound(DIGI_ITEM_SPAWN, actor, v3df_none);
DoSpawnTeleporterEffectPlace(actor);
break;
}
}