mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- changed SW's PlaySound interface to take pointers to objects instead of pointers to coordinates.
With pointers to coordinates the sound engine cannot work, so this had to be changed globally.
This commit is contained in:
parent
a7075bc1b0
commit
75c76ccf66
35 changed files with 1076 additions and 1332 deletions
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@ -42,7 +42,7 @@ BEGIN_BLD_NS
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class BloodSoundEngine : public SoundEngine
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{
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// client specific parts of the sound engine go in this class.
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void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel) override;
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void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *channel) override;
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TArray<uint8_t> ReadSound(int lumpnum);
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public:
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@ -75,7 +75,7 @@ TArray<uint8_t> BloodSoundEngine::ReadSound(int lumpnum)
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return wlump.Read();
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}
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void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel)
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void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *)
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{
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if (pos != nullptr && type != SOURCE_None)
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{
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@ -335,7 +335,7 @@ FString SoundEngine::ListSoundChannels()
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void SoundEngine::CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel)
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{
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CalcPosVel(chan->SourceType, chan->Source, chan->Point, chan->EntChannel, chan->ChanFlags, chan->OrgID, pos, vel);
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CalcPosVel(chan->SourceType, chan->Source, chan->Point, chan->EntChannel, chan->ChanFlags, chan->OrgID, pos, vel, chan);
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}
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bool SoundEngine::ValidatePosVel(const FSoundChan* const chan, const FVector3& pos, const FVector3& vel)
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@ -397,7 +397,7 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
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org_id = sound_id;
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CalcPosVel(type, source, &pt->X, channel, chanflags, sound_id, &pos, &vel);
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CalcPosVel(type, source, &pt->X, channel, chanflags, sound_id, &pos, &vel, nullptr);
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if (!ValidatePosVel(type, source, pos, vel))
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{
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@ -257,7 +257,7 @@ private:
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bool IsChannelUsed(int sourcetype, const void* actor, int channel, int* seen);
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// This is the actual sound positioning logic which needs to be provided by the client.
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virtual void CalcPosVel(int type, const void* source, const float pt[3], int channel, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel) = 0;
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virtual void CalcPosVel(int type, const void* source, const float pt[3], int channel, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *chan) = 0;
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// This can be overridden by the clent to provide some diagnostics. The default lets everything pass.
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virtual bool ValidatePosVel(int sourcetype, const void* source, const FVector3& pos, const FVector3& vel) { return true; }
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@ -34,7 +34,7 @@ BEGIN_DUKE_NS
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class DukeSoundEngine : public SoundEngine
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{
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// client specific parts of the sound engine go in this class.
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void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel) override;
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void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan *chan) override;
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TArray<uint8_t> ReadSound(int lumpnum);
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public:
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@ -262,7 +262,7 @@ void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
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//
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//=========================================================================
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void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel)
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void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* )
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{
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if (pos != nullptr)
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{
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@ -33,7 +33,7 @@ BEGIN_RR_NS
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class DukeSoundEngine : public SoundEngine
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{
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// client specific parts of the sound engine go in this class.
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void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel) override;
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void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan) override;
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TArray<uint8_t> ReadSound(int lumpnum);
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public:
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@ -261,7 +261,7 @@ void S_GetCamera(vec3_t** c, int32_t* ca, int32_t* cs)
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//
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//=========================================================================
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void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel)
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void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan)
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{
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if (pos != nullptr)
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{
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@ -152,7 +152,7 @@ DoActorDie(short SpriteNum, short weapon)
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SpawnBlood(SpriteNum, SpriteNum, -1, -1, -1, -1);
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InitPlasmaFountain(wp, sp);
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InitPlasmaFountain(wp, sp);
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PlaySound(DIGI_NINJAINHALF,&sp->x,&sp->y,&sp->z,v3df_none);
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PlaySound(DIGI_NINJAINHALF, sp, v3df_none);
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if (sw_ninjahack)
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ChangeState(SpriteNum, &s_NinjaDieSlicedHack[5]);
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else
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@ -830,11 +830,11 @@ DoActorStopFall(short SpriteNum)
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if (TEST(u->Flags, SPR_DEAD))
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{
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NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
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PlaySound(DIGI_ACTORBODYFALL1,&sp->x,&sp->y,&sp->z,v3df_none);
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PlaySound(DIGI_ACTORBODYFALL1, sp, v3df_none);
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}
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else
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{
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PlaySound(DIGI_ACTORHITGROUND,&sp->x,&sp->y,&sp->z,v3df_none);
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PlaySound(DIGI_ACTORHITGROUND, sp, v3df_none);
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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@ -77,7 +77,7 @@ void AnimShareIntro(int frame, int numframes)
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ototalclock += 120;
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else if (frame == 1)
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{
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PlaySound(DIGI_NOMESSWITHWANG,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_NOMESSWITHWANG, v3df_none);
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ototalclock += 120*3;
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}
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else
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@ -85,11 +85,11 @@ void AnimShareIntro(int frame, int numframes)
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if (frame == 5)
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{
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PlaySound(DIGI_INTRO_SLASH,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_INTRO_SLASH, v3df_none);
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}
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else if (frame == 15)
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{
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PlaySound(DIGI_INTRO_WHIRL,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_INTRO_WHIRL, v3df_none);
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}
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}
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@ -103,26 +103,26 @@ void AnimSerp(int frame, int numframes)
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if (frame == 1)
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{
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PlaySound(DIGI_SERPTAUNTWANG,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_SERPTAUNTWANG, v3df_none);
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}
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else if (frame == 16)
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{
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PlaySound(DIGI_SHAREND_TELEPORT,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_SHAREND_TELEPORT, v3df_none);
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}
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else if (frame == 35)
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{
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SoundState++;
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PlaySound(DIGI_WANGTAUNTSERP1,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_WANGTAUNTSERP1, v3df_none);
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}
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else if (frame == 51)
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{
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SoundState++;
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PlaySound(DIGI_SHAREND_UGLY1,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_SHAREND_UGLY1, v3df_none);
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}
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else if (frame == 64)
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{
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SoundState++;
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PlaySound(DIGI_SHAREND_UGLY2,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_SHAREND_UGLY2, v3df_none);
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}
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}
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@ -140,19 +140,19 @@ void AnimSumo(int frame, int numframes)
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if (frame == 2)
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{
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// hungry
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PlaySound(DIGI_JG41012,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_JG41012, v3df_none);
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}
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else if (frame == 30)
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{
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PlaySound(DIGI_HOTHEADSWITCH,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_HOTHEADSWITCH, v3df_none);
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}
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else if (frame == 42)
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{
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PlaySound(DIGI_HOTHEADSWITCH,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_HOTHEADSWITCH, v3df_none);
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}
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else if (frame == 59)
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{
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PlaySound(DIGI_JG41028,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_JG41028, v3df_none);
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}
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}
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@ -166,61 +166,61 @@ void AnimZilla(int frame, int numframes)
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if (frame == 1)
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{
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PlaySound(DIGI_ZC1,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC1, v3df_none);
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}
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else if (frame == 5)
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{
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PlaySound(DIGI_JG94024,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_JG94024, v3df_none);
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}
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else if (frame == 14)
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{
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PlaySound(DIGI_ZC2,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC2, v3df_none);
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}
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else if (frame == 30)
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{
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PlaySound(DIGI_ZC3,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC3, v3df_none);
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}
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else if (frame == 32)
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{
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PlaySound(DIGI_ZC4,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC4, v3df_none);
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}
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else if (frame == 37)
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{
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PlaySound(DIGI_ZC5,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC5, v3df_none);
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}
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else if (frame == 63)
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{
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PlaySound(DIGI_Z16043,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC6,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC7,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_Z16043, v3df_none);
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PlaySound(DIGI_ZC6, v3df_none);
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PlaySound(DIGI_ZC7, v3df_none);
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}
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else if (frame == 72)
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{
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PlaySound(DIGI_ZC7,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC7, v3df_none);
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}
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else if (frame == 73)
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{
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PlaySound(DIGI_ZC4,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC4, v3df_none);
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}
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else if (frame == 77)
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{
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PlaySound(DIGI_ZC5,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC5, v3df_none);
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}
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else if (frame == 87)
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{
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PlaySound(DIGI_ZC8,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC8, v3df_none);
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}
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else if (frame == 103)
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{
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PlaySound(DIGI_ZC7,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC7, v3df_none);
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}
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else if (frame == 108)
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{
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PlaySound(DIGI_ZC9,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_ZC9, v3df_none);
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}
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else if (frame == 120)
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{
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PlaySound(DIGI_JG94039,&zero,&zero,&zero,v3df_none);
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PlaySound(DIGI_JG94039, v3df_none);
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}
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}
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@ -997,8 +997,8 @@ DoBunnyQuickJump(short SpriteNum)
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{
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if (u->spal == PALETTE_PLAYER8 && tu->spal == PALETTE_PLAYER8)
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{
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PlaySound(DIGI_BUNNYATTACK, &sp->x, &sp->y, &sp->z, v3df_follow);
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PlaySound(DIGI_BUNNYDIE2, &tsp->x, &tsp->y, &tsp->z, v3df_follow);
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PlaySound(DIGI_BUNNYATTACK, sp, v3df_follow);
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PlaySound(DIGI_BUNNYDIE2, tsp, v3df_follow);
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tu->Health = 0;
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// Blood fountains
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{
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choose_snd = STD_RANDOM_RANGE(2<<8)>>8;
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if (FAFcansee(sp->x,sp->y,SPRITEp_TOS(sp),sp->sectnum,pp->posx, pp->posy, pp->posz, pp->cursectnum) && FACING(sp, u->tgt_sp))
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PlayerSound(fagsnds[choose_snd],&pp->posx,&pp->posy,&pp->posz,v3df_doppler|v3df_follow|v3df_dontpan,pp);
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PlayerSound(fagsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
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}
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}
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}
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{
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choose_snd = STD_RANDOM_RANGE(3<<8)>>8;
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if (FAFcansee(sp->x,sp->y,SPRITEp_TOS(sp),sp->sectnum,pp->posx, pp->posy, pp->posz, pp->cursectnum) && FACING(sp, u->tgt_sp))
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PlayerSound(straightsnds[choose_snd],&pp->posx,&pp->posy,&pp->posz,v3df_doppler|v3df_follow|v3df_dontpan,pp);
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PlayerSound(straightsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
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}
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}
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}
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@ -1171,7 +1171,7 @@ int DoBunnyStandKill(short SpriteNum)
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// Growl like the bad ass bunny you are!
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if (RANDOM_RANGE(1000) > 800)
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PlaySound(DIGI_BUNNYATTACK,&sp->x,&sp->y,&sp->z,v3df_none);
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PlaySound(DIGI_BUNNYATTACK, sp, v3df_none);
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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NewStateGroup(SpriteNum, sg_BunnyRun);
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@ -1488,7 +1488,7 @@ DoBunnyScrew(short SpriteNum)
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if (RANDOM_RANGE(1000) > 990) // Bunny sex sounds
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{
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if (!adult_lockout && !Global_PLock)
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PlaySound(DIGI_BUNNYATTACK, &sp->x, &sp->y, &sp->z, v3df_follow);
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PlaySound(DIGI_BUNNYATTACK, sp, v3df_follow);
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}
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u->WaitTics -= ACTORMOVETICS;
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@ -1538,7 +1538,7 @@ DoBunnyGrowUp(short SpriteNum)
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{
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if (Bunny_Count < 20)
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{
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PlaySound(DIGI_BUNNYDIE2, &sp->x, &sp->y, &sp->z, v3df_follow);
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PlaySound(DIGI_BUNNYDIE2, sp, v3df_follow);
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BunnyHatch(SpriteNum); // Baby time
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}
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u->ShellNum = 0; // Not pregnent anymore
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@ -407,11 +407,13 @@ void PreCacheSoundList(short table[], int num)
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{
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short j;
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#if 0
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for (j = 0; j < num; j++)
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{
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CacheSound(table[j], CACHE_SOUND_PRECACHE);
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AnimateCacheCursor();
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}
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#endif
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}
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void
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@ -397,12 +397,12 @@ void EveryCheatToggle(PLAYERp pp, const char *cheat_string)
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void GeorgeFunc(PLAYERp pp, char *)
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{
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PlayerSound(DIGI_TAUNTAI9,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_doppler|v3df_follow,pp);
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PlayerSound(DIGI_TAUNTAI9, v3df_dontpan|v3df_doppler|v3df_follow,pp);
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}
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void BlackburnFunc(PLAYERp pp, char *)
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{
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PlayerSound(DIGI_TAUNTAI3,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_doppler|v3df_follow,pp);
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PlayerSound(DIGI_TAUNTAI3, v3df_dontpan|v3df_doppler|v3df_follow,pp);
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}
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int cheatcmp(const char *str1, const char *str2, int len)
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@ -850,7 +850,7 @@ int DoCoolgMove(short SpriteNum)
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u->ShellNum = SEC(2);
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break;
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case 1:
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PlaySound(DIGI_VOID3, &sp->x, &sp->y, &sp->z, v3df_follow);
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PlaySound(DIGI_VOID3, sp, v3df_follow);
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RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
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SET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
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u->ShellNum = SEC(1) + SEC(RANDOM_RANGE(2));
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@ -861,7 +861,7 @@ int DoCoolgMove(short SpriteNum)
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u->ShellNum = SEC(2);
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break;
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case 3:
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PlaySound(DIGI_VOID3, &sp->x, &sp->y, &sp->z, v3df_follow);
|
||||
PlaySound(DIGI_VOID3, sp, v3df_follow);
|
||||
RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
|
||||
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
u->ShellNum = SEC(2) + SEC(RANDOM_RANGE(3));
|
||||
|
|
|
@ -662,7 +662,7 @@ int InitCoolieCharge(short SpriteNum)
|
|||
USERp u = User[SpriteNum];
|
||||
|
||||
if (RANDOM_P2(1024) > 950)
|
||||
PlaySound(DIGI_COOLIESCREAM, &sp->x, &sp->y, &sp->z, v3df_follow);
|
||||
PlaySound(DIGI_COOLIESCREAM, sp, v3df_follow);
|
||||
|
||||
DoActorSetSpeed(SpriteNum, FAST_SPEED);
|
||||
|
||||
|
|
|
@ -108,9 +108,9 @@ public:
|
|||
DidOrderSound = true;
|
||||
int choose_snd = STD_RANDOM_RANGE(1000);
|
||||
if (choose_snd > 500)
|
||||
PlaySound(DIGI_WANGORDER1, &zero, &zero, &zero, v3df_dontpan);
|
||||
PlaySound(DIGI_WANGORDER1, v3df_dontpan);
|
||||
else
|
||||
PlaySound(DIGI_WANGORDER2, &zero, &zero, &zero, v3df_dontpan);
|
||||
PlaySound(DIGI_WANGORDER2, v3df_dontpan);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
@ -178,15 +178,15 @@ void GameInterface::MenuSound(EMenuSounds snd)
|
|||
switch (snd)
|
||||
{
|
||||
case CursorSound:
|
||||
PlaySound(DIGI_STAR,&zero,&zero,&zero,v3df_dontpan);
|
||||
PlaySound(DIGI_STAR, v3df_dontpan);
|
||||
break;
|
||||
|
||||
case AdvanceSound:
|
||||
PlaySound(DIGI_SWORDSWOOSH,&zero,&zero,&zero,v3df_dontpan);
|
||||
PlaySound(DIGI_SWORDSWOOSH, v3df_dontpan);
|
||||
break;
|
||||
|
||||
case CloseSound:
|
||||
PlaySound(DIGI_STARCLINK,&zero,&zero,&zero,v3df_dontpan);
|
||||
PlaySound(DIGI_STARCLINK, v3df_dontpan);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -237,13 +237,13 @@ void GameInterface::StartGame(FGameStartup& gs)
|
|||
//InitNewGame();
|
||||
|
||||
if (Skill == 0)
|
||||
handle = PlaySound(DIGI_TAUNTAI3,&zero,&zero,&zero,v3df_none);
|
||||
handle = PlaySound(DIGI_TAUNTAI3, v3df_none);
|
||||
else if (Skill == 1)
|
||||
handle = PlaySound(DIGI_NOFEAR,&zero,&zero,&zero,v3df_none);
|
||||
handle = PlaySound(DIGI_NOFEAR, v3df_none);
|
||||
else if (Skill == 2)
|
||||
handle = PlaySound(DIGI_WHOWANTSWANG,&zero,&zero,&zero,v3df_none);
|
||||
handle = PlaySound(DIGI_WHOWANTSWANG, v3df_none);
|
||||
else if (Skill == 3)
|
||||
handle = PlaySound(DIGI_NOPAIN,&zero,&zero,&zero,v3df_none);
|
||||
handle = PlaySound(DIGI_NOPAIN, v3df_none);
|
||||
|
||||
if (handle > FX_Ok)
|
||||
while (FX_SoundActive(handle))
|
||||
|
|
|
@ -1604,7 +1604,7 @@ void CreditsLevel(void)
|
|||
videoNextPage();
|
||||
|
||||
// Lo Wang feel like singing!
|
||||
handle = PlaySound(DIGI_JG95012,&zero,&zero,&zero,v3df_none);
|
||||
handle = PlaySound(DIGI_JG95012, v3df_none);
|
||||
|
||||
if (handle > 0)
|
||||
while (FX_SoundActive(handle)) ;
|
||||
|
@ -1614,7 +1614,7 @@ void CreditsLevel(void)
|
|||
{
|
||||
if (!PlaySong(nullptr, nullptr, 2, true))
|
||||
{
|
||||
handle = PlaySound(DIGI_NOLIKEMUSIC,&zero,&zero,&zero,v3df_none);
|
||||
handle = PlaySound(DIGI_NOLIKEMUSIC, v3df_none);
|
||||
if (handle > 0)
|
||||
while (FX_SoundActive(handle)) handleevents();
|
||||
return;
|
||||
|
@ -2003,21 +2003,21 @@ void gStateControl(STATEp *State, int *tics)
|
|||
int BonusPunchSound(short SpriteNum)
|
||||
{
|
||||
PLAYERp pp = Player + myconnectindex;
|
||||
PlaySound(DIGI_PLAYERYELL3, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
PlaySound(DIGI_PLAYERYELL3, pp, v3df_none);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int BonusKickSound(short SpriteNum)
|
||||
{
|
||||
PLAYERp pp = Player + myconnectindex;
|
||||
PlaySound(DIGI_PLAYERYELL2, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
PlaySound(DIGI_PLAYERYELL2, pp, v3df_none);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int BonusGrabSound(short SpriteNum)
|
||||
{
|
||||
PLAYERp pp = Player + myconnectindex;
|
||||
PlaySound(DIGI_BONUS_GRAB, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
PlaySound(DIGI_BONUS_GRAB, pp, v3df_none);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -2070,8 +2070,28 @@ SECT_USERp GetSectUser(short sectnum);
|
|||
short SoundDist(int x, int y, int z, int basedist);
|
||||
short SoundAngle(int x, int y);
|
||||
//void PlaySound(int num, short angle, short vol);
|
||||
int PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags);
|
||||
void PlayerSound(int num, int *x, int *y, int *z, Voc3D_Flags flags, PLAYERp pp);
|
||||
int _PlaySound(int num, SPRITEp sprite, PLAYERp player, vec3_t *pos, Voc3D_Flags flags);
|
||||
inline int PlaySound(int num, SPRITEp sprite, Voc3D_Flags flags)
|
||||
{
|
||||
return _PlaySound(num, sprite, nullptr, nullptr, flags);
|
||||
}
|
||||
inline int PlaySound(int num, PLAYERp player, Voc3D_Flags flags)
|
||||
{
|
||||
return _PlaySound(num, nullptr, player, nullptr, flags);
|
||||
}
|
||||
inline int PlaySound(int num, Voc3D_Flags flags)
|
||||
{
|
||||
return _PlaySound(num, nullptr, nullptr, nullptr, flags);
|
||||
}
|
||||
inline int PlaySound(int num, vec3_t *pos, Voc3D_Flags flags)
|
||||
{
|
||||
return _PlaySound(num, nullptr, nullptr, pos, flags);
|
||||
}
|
||||
|
||||
int _PlayerSound(int num, PLAYERp pp);
|
||||
inline int PlayerSound(int num, int flags, PLAYERp pp) { return _PlayerSound(num, pp); }
|
||||
void StopPlayerSound(PLAYERp pp);
|
||||
|
||||
|
||||
ANIMATOR DoActorBeginJump,DoActorJump,DoActorBeginFall,DoActorFall,DoActorDeathMove;
|
||||
|
||||
|
@ -2274,9 +2294,6 @@ extern void DoPaletteFlash(PLAYERp pp);
|
|||
extern unsigned char palette_data[256][3];
|
||||
extern SWBOOL NightVision;
|
||||
|
||||
int _PlayerSound(int num, PLAYERp pp);
|
||||
inline int PlayerSound(int num, int x, int y, int z, int flags, PLAYERp pp) { return _PlayerSound(num, pp); }
|
||||
void StopPlayerSound(PLAYERp pp);
|
||||
|
||||
|
||||
#define MAXSO (INT32_MAX)
|
||||
|
|
|
@ -328,7 +328,7 @@ SetupHornet(short SpriteNum)
|
|||
sp->yrepeat = 32;
|
||||
|
||||
// Special looping buzz sound attached to each hornet spawned
|
||||
PlaySound(DIGI_HORNETBUZZ,&sp->x,&sp->y,&sp->z,v3df_follow|v3df_init);
|
||||
PlaySound(DIGI_HORNETBUZZ, sp, v3df_follow|v3df_init);
|
||||
Set3DSoundOwner(SpriteNum);
|
||||
|
||||
return 0;
|
||||
|
|
|
@ -339,9 +339,9 @@ void UseInventoryMedkit(PLAYERp pp)
|
|||
if (pp == Player+myconnectindex)
|
||||
{
|
||||
if (amt >= 30)
|
||||
PlayerSound(DIGI_GETMEDKIT,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_GETMEDKIT, v3df_follow|v3df_dontpan,pp);
|
||||
else
|
||||
PlayerSound(DIGI_AHH,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_AHH, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -431,13 +431,13 @@ void UseInventoryRepairKit(PLAYERp pp)
|
|||
SPRITEp sp = pp->SpriteP;
|
||||
short inv = INVENTORY_REPAIR_KIT;
|
||||
|
||||
//PlaySound(DIGI_TOOLBOX, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
//PlaySound(DIGI_TOOLBOX, pp, v3df_none);
|
||||
if (pp == Player + myconnectindex)
|
||||
{
|
||||
if (STD_RANDOM_RANGE(1000) > 500)
|
||||
PlayerSound(DIGI_NOREPAIRMAN,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_NOREPAIRMAN, v3df_follow|v3df_dontpan,pp);
|
||||
else
|
||||
PlayerSound(DIGI_NOREPAIRMAN2,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_NOREPAIRMAN2, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
pp->InventoryPercent[inv] = 0;
|
||||
|
@ -475,10 +475,10 @@ void UseInventoryCloak(PLAYERp pp)
|
|||
SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
|
||||
sp->shade = 100;
|
||||
|
||||
PlaySound(DIGI_GASPOP, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
PlaySound(DIGI_GASPOP, pp, v3df_none);
|
||||
//if(RANDOM_RANGE(1000) > 950)
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(DIGI_IAMSHADOW,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_IAMSHADOW, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
void StopInventoryCloak(PLAYERp pp, short InventoryNum)
|
||||
|
@ -500,7 +500,7 @@ void StopInventoryCloak(PLAYERp pp, short InventoryNum)
|
|||
RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
|
||||
sp->shade = 0;
|
||||
|
||||
PlaySound(DIGI_GASPOP, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
PlaySound(DIGI_GASPOP, pp, v3df_none);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
@ -540,7 +540,7 @@ void StopInventoryEnvironSuit(PLAYERp pp, short InventoryNum)
|
|||
// on/off
|
||||
PlayerUpdateInventory(pp, InventoryNum);
|
||||
|
||||
PlaySound(DIGI_SWCLOAKUNCLOAK, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
PlaySound(DIGI_SWCLOAKUNCLOAK, pp, v3df_none);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -600,7 +600,7 @@ UseInventoryNightVision(PLAYERp pp)
|
|||
PlayerUpdateInventory(pp, pp->InventoryNum);
|
||||
|
||||
DoPlayerNightVisionPalette(pp);
|
||||
PlaySound(DIGI_NIGHTON, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_follow);
|
||||
PlaySound(DIGI_NIGHTON, pp, v3df_dontpan|v3df_follow);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -624,7 +624,7 @@ StopInventoryNightVision(PLAYERp pp, short InventoryNum)
|
|||
|
||||
DoPlayerNightVisionPalette(pp);
|
||||
DoPlayerDivePalette(pp);
|
||||
PlaySound(DIGI_NIGHTOFF, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_follow);
|
||||
PlaySound(DIGI_NIGHTOFF, pp, v3df_dontpan|v3df_follow);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -99,7 +99,7 @@ void SpawnWallSound(short sndnum, short i)
|
|||
setspritez(SpriteNum, &mid);
|
||||
sp = &sprite[SpriteNum];
|
||||
|
||||
handle = PlaySound(sndnum, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
||||
handle = PlaySound(sndnum, sp, v3df_dontpan | v3df_doppler);
|
||||
if (handle != -1)
|
||||
Set3DSoundOwner(SpriteNum);
|
||||
}
|
||||
|
@ -217,7 +217,7 @@ JS_SpriteSetup(void)
|
|||
else if (tag == AMBIENT_SOUND)
|
||||
{
|
||||
change_sprite_stat(SpriteNum, STAT_AMBIENT);
|
||||
// PlaySound(sp->lotag, &sp->x, &sp->y, &sp->z, v3df_ambient
|
||||
// PlaySound(sp->lotag, sp, v3df_ambient
|
||||
// | v3df_init | v3df_doppler);
|
||||
}
|
||||
else if (tag == TAG_ECHO_SOUND)
|
||||
|
@ -250,18 +250,18 @@ JS_SpriteSetup(void)
|
|||
case 2720:
|
||||
case 3143:
|
||||
case 3157:
|
||||
handle = PlaySound(DIGI_FIRE1, &sp->x, &sp->y, &sp->z, v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
handle = PlaySound(DIGI_FIRE1, sp, v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
if (handle != -1)
|
||||
Set3DSoundOwner(SpriteNum);
|
||||
break;
|
||||
case 795:
|
||||
case 880:
|
||||
handle = PlaySound(DIGI_WATERFLOW1, &sp->x, &sp->y, &sp->z, v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
handle = PlaySound(DIGI_WATERFLOW1, sp, v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
if (handle != -1)
|
||||
Set3DSoundOwner(SpriteNum);
|
||||
break;
|
||||
case 460: // Wind Chimes
|
||||
handle = PlaySound(79, &sp->x, &sp->y, &sp->z, v3df_ambient | v3df_init
|
||||
handle = PlaySound(79, sp, v3df_ambient | v3df_init
|
||||
| v3df_doppler | v3df_follow);
|
||||
if (handle != -1)
|
||||
Set3DSoundOwner(SpriteNum);
|
||||
|
@ -1353,7 +1353,7 @@ UnlockKeyLock(short key_num, short hit_sprite)
|
|||
case SKEL_LOCKED:
|
||||
if (sp->pal == color)
|
||||
{
|
||||
PlaySound(DIGI_UNLOCK, &sp->x, &sp->y, &sp->z, v3df_doppler | v3df_dontpan);
|
||||
PlaySound(DIGI_UNLOCK, sp, v3df_doppler | v3df_dontpan);
|
||||
if (SpriteNum == hit_sprite)
|
||||
sp->picnum = SKEL_UNLOCKED;
|
||||
}
|
||||
|
@ -1361,14 +1361,14 @@ UnlockKeyLock(short key_num, short hit_sprite)
|
|||
case RAMCARD_LOCKED:
|
||||
if (sp->pal == color)
|
||||
{
|
||||
PlaySound(DIGI_CARDUNLOCK, &sp->x, &sp->y, &sp->z, v3df_doppler | v3df_dontpan);
|
||||
PlaySound(DIGI_CARDUNLOCK, sp, v3df_doppler | v3df_dontpan);
|
||||
sp->picnum = RAMCARD_UNLOCKED;
|
||||
}
|
||||
break;
|
||||
case CARD_LOCKED:
|
||||
if (sp->pal == color)
|
||||
{
|
||||
PlaySound(DIGI_RAMUNLOCK, &sp->x, &sp->y, &sp->z, v3df_doppler | v3df_dontpan);
|
||||
PlaySound(DIGI_RAMUNLOCK, sp, v3df_doppler | v3df_dontpan);
|
||||
if (SpriteNum == hit_sprite)
|
||||
sp->picnum = CARD_UNLOCKED;
|
||||
else
|
||||
|
|
|
@ -874,7 +874,7 @@ DoChemBomb(int16_t Weapon)
|
|||
SPRITEp hsp;
|
||||
|
||||
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
||||
PlaySound(DIGI_CHEMBOUNCE, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_CHEMBOUNCE, sp, v3df_dontpan);
|
||||
|
||||
hit_sprite = NORM_SPRITE(u->ret);
|
||||
hsp = &sprite[hit_sprite];
|
||||
|
@ -890,8 +890,8 @@ DoChemBomb(int16_t Weapon)
|
|||
// Canister pops when first smoke starts out
|
||||
if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
||||
{
|
||||
PlaySound(DIGI_GASPOP, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_CHEMGAS, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_GASPOP, sp, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_CHEMGAS, sp, v3df_dontpan | v3df_doppler);
|
||||
Set3DSoundOwner(Weapon);
|
||||
}
|
||||
u->xchange = u->ychange = 0;
|
||||
|
@ -921,7 +921,7 @@ DoChemBomb(int16_t Weapon)
|
|||
}
|
||||
|
||||
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
||||
PlaySound(DIGI_CHEMBOUNCE, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_CHEMBOUNCE, sp, v3df_dontpan);
|
||||
|
||||
nw = wall[hit_wall].point2;
|
||||
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512);
|
||||
|
@ -953,7 +953,7 @@ DoChemBomb(int16_t Weapon)
|
|||
if (!TEST(u->Flags, SPR_BOUNCE))
|
||||
{
|
||||
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
||||
PlaySound(DIGI_CHEMBOUNCE, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_CHEMBOUNCE, sp, v3df_dontpan);
|
||||
SET(u->Flags, SPR_BOUNCE);
|
||||
ScaleSpriteVector(Weapon, 32000); // was 18000
|
||||
u->zchange /= 6;
|
||||
|
@ -965,8 +965,8 @@ DoChemBomb(int16_t Weapon)
|
|||
// Canister pops when first smoke starts out
|
||||
if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
||||
{
|
||||
PlaySound(DIGI_GASPOP, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_CHEMGAS, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_GASPOP, sp, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_CHEMGAS, sp, v3df_dontpan | v3df_doppler);
|
||||
Set3DSoundOwner(Weapon);
|
||||
}
|
||||
SpawnRadiationCloud(Weapon);
|
||||
|
@ -1000,7 +1000,7 @@ DoChemBomb(int16_t Weapon)
|
|||
if (!TEST(u->Flags, SPR_BOUNCE))
|
||||
{
|
||||
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
||||
PlaySound(DIGI_CHEMBOUNCE, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_CHEMBOUNCE, sp, v3df_dontpan);
|
||||
SET(u->Flags, SPR_BOUNCE);
|
||||
u->ret = 0;
|
||||
u->Counter = 0;
|
||||
|
@ -1013,8 +1013,8 @@ DoChemBomb(int16_t Weapon)
|
|||
// Canister pops when first smoke starts out
|
||||
if (u->WaitTics == CHEMTICS && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
||||
{
|
||||
PlaySound(DIGI_GASPOP, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_CHEMGAS, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_GASPOP, sp, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_CHEMGAS, sp, v3df_dontpan | v3df_doppler);
|
||||
Set3DSoundOwner(Weapon);
|
||||
}
|
||||
// WeaponMoveHit(Weapon);
|
||||
|
@ -1132,7 +1132,7 @@ DoCaltrops(int16_t Weapon)
|
|||
short hit_sprite;
|
||||
SPRITEp hsp;
|
||||
|
||||
PlaySound(DIGI_CALTROPS, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_CALTROPS, sp, v3df_dontpan);
|
||||
|
||||
hit_sprite = NORM_SPRITE(u->ret);
|
||||
hsp = &sprite[hit_sprite];
|
||||
|
@ -1168,7 +1168,7 @@ DoCaltrops(int16_t Weapon)
|
|||
break;
|
||||
}
|
||||
|
||||
PlaySound(DIGI_CALTROPS, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_CALTROPS, sp, v3df_dontpan);
|
||||
|
||||
nw = wall[hit_wall].point2;
|
||||
wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512);
|
||||
|
@ -1199,7 +1199,7 @@ DoCaltrops(int16_t Weapon)
|
|||
// hit a floor
|
||||
if (!TEST(u->Flags, SPR_BOUNCE))
|
||||
{
|
||||
PlaySound(DIGI_CALTROPS, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_CALTROPS, sp, v3df_dontpan);
|
||||
SET(u->Flags, SPR_BOUNCE);
|
||||
ScaleSpriteVector(Weapon, 1000); // was 18000
|
||||
u->ret = 0;
|
||||
|
@ -1236,7 +1236,7 @@ DoCaltrops(int16_t Weapon)
|
|||
|
||||
if (!TEST(u->Flags, SPR_BOUNCE))
|
||||
{
|
||||
PlaySound(DIGI_CALTROPS, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_CALTROPS, sp, v3df_dontpan);
|
||||
SET(u->Flags, SPR_BOUNCE);
|
||||
u->ret = 0;
|
||||
u->Counter = 0;
|
||||
|
@ -1387,7 +1387,7 @@ PlayerInitChemBomb(PLAYERp pp)
|
|||
int dist;
|
||||
|
||||
|
||||
PlaySound(DIGI_THROW, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
|
||||
|
||||
if (pp->cursectnum < 0)
|
||||
return 0;
|
||||
|
@ -1474,7 +1474,7 @@ InitSpriteChemBomb(int16_t SpriteNum)
|
|||
int dist;
|
||||
|
||||
|
||||
PlaySound(DIGI_THROW, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_THROW, sp, v3df_dontpan | v3df_doppler);
|
||||
|
||||
nx = sp->x;
|
||||
ny = sp->y;
|
||||
|
@ -1606,7 +1606,7 @@ PlayerInitFlashBomb(PLAYERp pp)
|
|||
SPRITEp sp = pp->SpriteP, hp;
|
||||
USERp u = User[pp->PlayerSprite], hu;
|
||||
|
||||
PlaySound(DIGI_GASPOP, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_GASPOP, pp, v3df_dontpan | v3df_doppler);
|
||||
|
||||
// Set it just a little to let player know what he just did
|
||||
SetFadeAmt(pp, -30, 1); // White flash
|
||||
|
@ -1650,8 +1650,7 @@ PlayerInitFlashBomb(PLAYERp pp)
|
|||
|
||||
choosesnd = RANDOM_RANGE(MAX_PAIN);
|
||||
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],&pp->posx,
|
||||
&pp->posy,&pp->posy,v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
}
|
||||
SetFadeAmt(hu->PlayerP, damage, 1); // White flash
|
||||
}
|
||||
|
@ -1677,7 +1676,7 @@ InitFlashBomb(int16_t SpriteNum)
|
|||
USERp u = User[SpriteNum], hu;
|
||||
PLAYERp pp = Player + screenpeek;
|
||||
|
||||
PlaySound(DIGI_GASPOP, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_GASPOP, sp, v3df_dontpan | v3df_doppler);
|
||||
|
||||
for (stat = 0; stat < SIZ(StatDamageList); stat++)
|
||||
{
|
||||
|
@ -1710,8 +1709,7 @@ InitFlashBomb(int16_t SpriteNum)
|
|||
|
||||
choosesnd = RANDOM_RANGE(MAX_PAIN);
|
||||
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],&pp->posx,
|
||||
&pp->posy,&pp->posy,v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
}
|
||||
SetFadeAmt(hu->PlayerP, damage, 1); // White flash
|
||||
}
|
||||
|
@ -1835,7 +1833,7 @@ PlayerInitCaltrops(PLAYERp pp)
|
|||
int dist;
|
||||
|
||||
|
||||
PlaySound(DIGI_THROW, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_THROW, pp, v3df_dontpan | v3df_doppler);
|
||||
|
||||
if (pp->cursectnum < 0)
|
||||
return 0;
|
||||
|
@ -1920,7 +1918,7 @@ InitCaltrops(int16_t SpriteNum)
|
|||
int dist;
|
||||
|
||||
|
||||
PlaySound(DIGI_THROW, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
|
||||
PlaySound(DIGI_THROW, sp, v3df_dontpan | v3df_doppler);
|
||||
|
||||
nx = sp->x;
|
||||
ny = sp->y;
|
||||
|
@ -1973,7 +1971,7 @@ InitPhosphorus(int16_t SpriteNum)
|
|||
int dist;
|
||||
|
||||
|
||||
PlaySound(DIGI_FIREBALL1, &sp->x, &sp->y, &sp->z, v3df_follow);
|
||||
PlaySound(DIGI_FIREBALL1, sp, v3df_follow);
|
||||
|
||||
nx = sp->x;
|
||||
ny = sp->y;
|
||||
|
@ -2042,11 +2040,11 @@ InitBloodSpray(int16_t SpriteNum, SWBOOL dogib, short velocity)
|
|||
// {
|
||||
rnd = RANDOM_RANGE(1000);
|
||||
if (rnd > 650)
|
||||
PlaySound(DIGI_GIBS1, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_GIBS1, sp, v3df_none);
|
||||
else if (rnd > 350)
|
||||
PlaySound(DIGI_GIBS2, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_GIBS2, sp, v3df_none);
|
||||
else
|
||||
PlaySound(DIGI_GIBS3, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_GIBS3, sp, v3df_none);
|
||||
// }
|
||||
|
||||
ang = sp->ang;
|
||||
|
@ -2265,7 +2263,7 @@ DoCarryFlag(int16_t Weapon)
|
|||
}
|
||||
if (!TEST_BOOL1(fp))
|
||||
{
|
||||
PlaySound(DIGI_BIGITEM, &ap->x, &ap->y, &ap->z, v3df_none);
|
||||
PlaySound(DIGI_BIGITEM, ap, v3df_none);
|
||||
DoFlagScore(ap->pal);
|
||||
if (SP_TAG5(fp) > 0)
|
||||
{
|
||||
|
@ -2296,55 +2294,55 @@ DoCarryFlag(int16_t Weapon)
|
|||
case 0:
|
||||
if (u->WaitTics < SEC(30))
|
||||
{
|
||||
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
|
||||
u->Counter2++;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
if (u->WaitTics < SEC(20))
|
||||
{
|
||||
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
|
||||
u->Counter2++;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (u->WaitTics < SEC(10))
|
||||
{
|
||||
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
|
||||
u->Counter2++;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if (u->WaitTics < SEC(5))
|
||||
{
|
||||
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
|
||||
u->Counter2++;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
if (u->WaitTics < SEC(4))
|
||||
{
|
||||
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
|
||||
u->Counter2++;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
if (u->WaitTics < SEC(3))
|
||||
{
|
||||
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
|
||||
u->Counter2++;
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
if (u->WaitTics < SEC(2))
|
||||
{
|
||||
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
|
||||
u->Counter2 = FLAG_DETONATE_STATE;
|
||||
}
|
||||
break;
|
||||
case FLAG_DETONATE_STATE:
|
||||
// start frantic beeping
|
||||
PlaySound(DIGI_MINEBEEP, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
|
||||
u->Counter2++;
|
||||
break;
|
||||
case FLAG_DETONATE_STATE + 1:
|
||||
|
@ -2406,7 +2404,7 @@ DoCarryFlagNoDet(int16_t Weapon)
|
|||
}
|
||||
if (!TEST_BOOL1(fp))
|
||||
{
|
||||
PlaySound(DIGI_BIGITEM, &ap->x, &ap->y, &ap->z, v3df_none);
|
||||
PlaySound(DIGI_BIGITEM, ap, v3df_none);
|
||||
DoFlagScore(ap->pal);
|
||||
if (SP_TAG5(fp) > 0)
|
||||
{
|
||||
|
|
|
@ -176,11 +176,11 @@ int DoToiletGirl(short SpriteNum)
|
|||
if (!FX_SoundValidAndActive(handle))
|
||||
{
|
||||
if (choose_snd > 750)
|
||||
handle = PlaySound(DIGI_TOILETGIRLFART1,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
handle = PlaySound(DIGI_TOILETGIRLFART1, sp, v3df_dontpan);
|
||||
else if (choose_snd > 350)
|
||||
handle = PlaySound(DIGI_TOILETGIRLFART2,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
handle = PlaySound(DIGI_TOILETGIRLFART2, sp, v3df_dontpan);
|
||||
else
|
||||
handle = PlaySound(DIGI_TOILETGIRLFART3,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
handle = PlaySound(DIGI_TOILETGIRLFART3, sp, v3df_dontpan);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -191,9 +191,9 @@ int DoToiletGirl(short SpriteNum)
|
|||
if (!FX_SoundValidAndActive(madhandle))
|
||||
{
|
||||
if (RANDOM_RANGE(1000<<8)>>8 > 500)
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD1,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD1, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD2,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan);
|
||||
}
|
||||
ChangeState(SpriteNum,s_ToiletGirlUzi);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
|
@ -238,9 +238,9 @@ int NullToiletGirl(short SpriteNum)
|
|||
if (!FX_SoundValidAndActive(madhandle))
|
||||
{
|
||||
if (RANDOM_RANGE(1000<<8)>>8 > 500)
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD1,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD1, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD2,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan);
|
||||
}
|
||||
ChangeState(SpriteNum,s_ToiletGirlUzi);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
|
@ -419,9 +419,9 @@ int DoWashGirl(short SpriteNum)
|
|||
if (!FX_SoundValidAndActive(handle))
|
||||
{
|
||||
if (RANDOM_P2(1024<<4)>>4 > 500)
|
||||
handle = PlaySound(DIGI_ANIMESING1,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
handle = PlaySound(DIGI_ANIMESING1, sp, v3df_dontpan);
|
||||
else
|
||||
handle = PlaySound(DIGI_ANIMESING2,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
handle = PlaySound(DIGI_ANIMESING2, sp, v3df_dontpan);
|
||||
}
|
||||
|
||||
ChangeState(SpriteNum,s_WashGirlStandScrub);
|
||||
|
@ -449,9 +449,9 @@ int DoWashGirl(short SpriteNum)
|
|||
if (!FX_SoundValidAndActive(madhandle))
|
||||
{
|
||||
if (RANDOM_RANGE(1000<<8)>>8 > 500)
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD1,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD1, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD2,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan);
|
||||
}
|
||||
ChangeState(SpriteNum,s_WashGirlUzi);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
|
@ -493,9 +493,9 @@ int NullWashGirl(short SpriteNum)
|
|||
if (!FX_SoundValidAndActive(madhandle))
|
||||
{
|
||||
if (RANDOM_RANGE(1000<<8)>>8 > 500)
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD1,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD1, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD2,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan);
|
||||
}
|
||||
ChangeState(SpriteNum,s_WashGirlUzi);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
|
@ -857,7 +857,7 @@ int PachinkoCheckWin(short SpriteNum)
|
|||
}
|
||||
|
||||
ActorCoughItem(SpriteNum); // I WON! I WON!
|
||||
PlaySound(DIGI_PALARM,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
PlaySound(DIGI_PALARM, sp, v3df_none);
|
||||
|
||||
// Can't win any more now!
|
||||
SET_BOOL1(sp);
|
||||
|
@ -883,13 +883,13 @@ int PachinkoCheckWin(short SpriteNum)
|
|||
|
||||
//{
|
||||
//if(rnd > 950)
|
||||
// PlayerSound(DIGI_SHISEISI,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
// PlayerSound(DIGI_SHISEISI, pp, v3df_follow|v3df_dontpan,pp);
|
||||
//else
|
||||
//if(rnd > 900)
|
||||
// PlayerSound(DIGI_YOULOOKSTUPID,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
// PlayerSound(DIGI_YOULOOKSTUPID, pp, v3df_follow|v3df_dontpan,pp);
|
||||
//else
|
||||
//if(rnd > 850)
|
||||
// PlayerSound(DIGI_HURTBAD5,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
// PlayerSound(DIGI_HURTBAD5, pp, v3df_follow|v3df_dontpan,pp);
|
||||
//}
|
||||
|
||||
return 0;
|
||||
|
@ -907,11 +907,11 @@ int Pachinko1Operate(short SpriteNum)
|
|||
{
|
||||
rnd = RANDOM_RANGE(1000); // TEMP SOUNDS: Need pachinko sounds!
|
||||
if (rnd > 700)
|
||||
PlaySound(DIGI_PROLL1,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
PlaySound(DIGI_PROLL1, sp, v3df_none);
|
||||
else if (rnd > 400)
|
||||
PlaySound(DIGI_PROLL2,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
PlaySound(DIGI_PROLL2, sp, v3df_none);
|
||||
else
|
||||
PlaySound(DIGI_PROLL3,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
PlaySound(DIGI_PROLL3, sp, v3df_none);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
@ -1311,13 +1311,13 @@ int DoCarGirl(short SpriteNum)
|
|||
choose = RANDOM_RANGE(1000);
|
||||
|
||||
if (choose > 750)
|
||||
madhandle = PlaySound(DIGI_LANI049,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI049, sp, v3df_dontpan);
|
||||
else if (choose > 500)
|
||||
madhandle = PlaySound(DIGI_LANI051,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI051, sp, v3df_dontpan);
|
||||
else if (choose > 250)
|
||||
madhandle = PlaySound(DIGI_LANI052,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI052, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_LANI054,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI054, sp, v3df_dontpan);
|
||||
}
|
||||
ChangeState(SpriteNum,s_CarGirlUzi);
|
||||
u->WaitTics = SEC(3)+SEC(RANDOM_RANGE(2<<8)>>8);
|
||||
|
@ -1366,13 +1366,13 @@ int NullCarGirl(short SpriteNum)
|
|||
choose = RANDOM_RANGE(1000);
|
||||
|
||||
if (choose > 750)
|
||||
madhandle = PlaySound(DIGI_LANI049,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI049, sp, v3df_dontpan);
|
||||
else if (choose > 500)
|
||||
madhandle = PlaySound(DIGI_LANI051,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI051, sp, v3df_dontpan);
|
||||
else if (choose > 250)
|
||||
madhandle = PlaySound(DIGI_LANI052,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI052, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_LANI054,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI054, sp, v3df_dontpan);
|
||||
}
|
||||
ChangeState(SpriteNum,s_CarGirlUzi);
|
||||
u->WaitTics = SEC(3)+SEC(RANDOM_RANGE(2<<8)>>8);
|
||||
|
@ -1538,13 +1538,13 @@ int DoMechanicGirl(short SpriteNum)
|
|||
choose = RANDOM_RANGE(1000);
|
||||
|
||||
if (choose > 750)
|
||||
madhandle = PlaySound(DIGI_LANI073,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI073, sp, v3df_dontpan);
|
||||
else if (choose > 500)
|
||||
madhandle = PlaySound(DIGI_LANI075,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI075, sp, v3df_dontpan);
|
||||
else if (choose > 250)
|
||||
madhandle = PlaySound(DIGI_LANI077,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI077, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_LANI079,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI079, sp, v3df_dontpan);
|
||||
}
|
||||
ChangeState(SpriteNum,s_MechanicGirlDrill);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(2<<8)>>8);
|
||||
|
@ -1593,13 +1593,13 @@ int NullMechanicGirl(short SpriteNum)
|
|||
choose = RANDOM_RANGE(1000);
|
||||
|
||||
if (choose > 750)
|
||||
madhandle = PlaySound(DIGI_LANI073,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI073, sp, v3df_dontpan);
|
||||
else if (choose > 500)
|
||||
madhandle = PlaySound(DIGI_LANI075,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI075, sp, v3df_dontpan);
|
||||
else if (choose > 250)
|
||||
madhandle = PlaySound(DIGI_LANI077,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI077, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_LANI079,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI079, sp, v3df_dontpan);
|
||||
}
|
||||
ChangeState(SpriteNum,s_MechanicGirlDrill);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(2<<8)>>8);
|
||||
|
@ -1769,14 +1769,14 @@ int DoSailorGirl(short SpriteNum)
|
|||
{
|
||||
ActorCoughItem(SpriteNum);
|
||||
alreadythrew++;
|
||||
madhandle = PlaySound(DIGI_LANI060,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI060, sp, v3df_dontpan);
|
||||
}
|
||||
else if (choose > 500)
|
||||
madhandle = PlaySound(DIGI_LANI063,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI063, sp, v3df_dontpan);
|
||||
else if (choose > 250)
|
||||
madhandle = PlaySound(DIGI_LANI065,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI065, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_LANI066,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI066, sp, v3df_dontpan);
|
||||
}
|
||||
ChangeState(SpriteNum,s_SailorGirlThrow);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
|
@ -1829,14 +1829,14 @@ int NullSailorGirl(short SpriteNum)
|
|||
{
|
||||
ActorCoughItem(SpriteNum);
|
||||
alreadythrew++;
|
||||
madhandle = PlaySound(DIGI_LANI060,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI060, sp, v3df_dontpan);
|
||||
}
|
||||
else if (choose > 500)
|
||||
madhandle = PlaySound(DIGI_LANI063,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI063, sp, v3df_dontpan);
|
||||
else if (choose > 250)
|
||||
madhandle = PlaySound(DIGI_LANI065,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI065, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_LANI066,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI066, sp, v3df_dontpan);
|
||||
}
|
||||
ChangeState(SpriteNum,s_SailorGirlThrow);
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
|
@ -1984,13 +1984,13 @@ int DoPruneGirl(short SpriteNum)
|
|||
choose = STD_RANDOM_RANGE(1000);
|
||||
|
||||
if (choose > 750)
|
||||
madhandle = PlaySound(DIGI_LANI089,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI089, sp, v3df_dontpan);
|
||||
else if (choose > 500)
|
||||
madhandle = PlaySound(DIGI_LANI091,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI091, sp, v3df_dontpan);
|
||||
else if (choose > 250)
|
||||
madhandle = PlaySound(DIGI_LANI093,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI093, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_LANI095,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI095, sp, v3df_dontpan);
|
||||
}
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
|
@ -2004,13 +2004,13 @@ int DoPruneGirl(short SpriteNum)
|
|||
choose = STD_RANDOM_RANGE(1000);
|
||||
|
||||
if (choose > 990)
|
||||
coyhandle = PlaySound(DIGI_PRUNECACKLE,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
coyhandle = PlaySound(DIGI_PRUNECACKLE, sp, v3df_dontpan);
|
||||
else if (choose > 985)
|
||||
coyhandle = PlaySound(DIGI_PRUNECACKLE2,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
coyhandle = PlaySound(DIGI_PRUNECACKLE2, sp, v3df_dontpan);
|
||||
else if (choose > 980)
|
||||
coyhandle = PlaySound(DIGI_PRUNECACKLE3,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
coyhandle = PlaySound(DIGI_PRUNECACKLE3, sp, v3df_dontpan);
|
||||
else if (choose > 975)
|
||||
coyhandle = PlaySound(DIGI_LANI091,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
coyhandle = PlaySound(DIGI_LANI091, sp, v3df_dontpan);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2055,13 +2055,13 @@ int NullPruneGirl(short SpriteNum)
|
|||
choose = RANDOM_RANGE(1000);
|
||||
|
||||
if (choose > 750)
|
||||
madhandle = PlaySound(DIGI_LANI089,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI089, sp, v3df_dontpan);
|
||||
else if (choose > 500)
|
||||
madhandle = PlaySound(DIGI_LANI091,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI091, sp, v3df_dontpan);
|
||||
else if (choose > 250)
|
||||
madhandle = PlaySound(DIGI_LANI093,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI093, sp, v3df_dontpan);
|
||||
else
|
||||
madhandle = PlaySound(DIGI_LANI095,&sp->x,&sp->y,&sp->z,v3df_dontpan);
|
||||
madhandle = PlaySound(DIGI_LANI095, sp, v3df_dontpan);
|
||||
}
|
||||
u->WaitTics = SEC(1)+SEC(RANDOM_RANGE(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
|
|
|
@ -1425,7 +1425,7 @@ getpackets(void)
|
|||
break;
|
||||
}
|
||||
|
||||
PlaySound(DIGI_PMESSAGE,&tp->posx,&tp->posy,&tp->posz,v3df_dontpan);
|
||||
PlaySound(DIGI_PMESSAGE,tp,v3df_dontpan);
|
||||
|
||||
memcpy(ds,&packbuf[3],packbufleng-3);
|
||||
ds[packbufleng-3] = 0;
|
||||
|
|
|
@ -1965,7 +1965,7 @@ DoNinjaHariKari(short SpriteNum)
|
|||
SET(sp->extra, SPRX_BREAKABLE);
|
||||
SET(sp->cstat, CSTAT_SPRITE_BREAKABLE);
|
||||
|
||||
PlaySound(DIGI_NINJAUZIATTACK,&sp->x,&sp->y,&sp->z,v3df_follow);
|
||||
PlaySound(DIGI_NINJAUZIATTACK, sp, v3df_follow);
|
||||
|
||||
SpawnBlood(SpriteNum, SpriteNum, -1, -1, -1, -1);
|
||||
|
||||
|
@ -2005,7 +2005,7 @@ DoNinjaGrabThroat(short SpriteNum)
|
|||
sp->xvel = 0;
|
||||
//u->jump_speed = -300;
|
||||
//DoActorBeginJump(SpriteNum);
|
||||
PlaySound(DIGI_NINJASCREAM,&sp->x,&sp->y,&sp->z,v3df_follow);
|
||||
PlaySound(DIGI_NINJASCREAM, sp, v3df_follow);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
|
|
@ -266,7 +266,7 @@ void DoPlayerChooseYell(PLAYERp pp)
|
|||
choose_snd = STD_RANDOM_RANGE(MAX_YELLSOUNDS);
|
||||
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(PlayerYellVocs[choose_snd],&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(PlayerYellVocs[choose_snd], v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
void ArmorCalc(int damage_amt, int *armor_damage, int *player_damage)
|
||||
|
@ -353,13 +353,11 @@ void PlayerUpdateHealth(PLAYERp pp, short value)
|
|||
|
||||
if (u->Health > 50)
|
||||
{
|
||||
PlayerSound(PlayerPainVocs[choosesnd],&pp->posx,
|
||||
&pp->posy,&pp->posy,v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(PlayerPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],&pp->posx,
|
||||
&pp->posy,&pp->posy,v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -884,7 +882,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
if (TEST(pp->Flags, PF_TWO_UZI))
|
||||
{
|
||||
pp->WpnUziType++;
|
||||
PlaySound(DIGI_UZI_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
|
||||
PlaySound(DIGI_UZI_UP, pp, v3df_follow);
|
||||
if (pp->WpnUziType > 1)
|
||||
pp->WpnUziType = 0;
|
||||
}
|
||||
|
@ -897,7 +895,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
if (u->WeaponNum == WPN_MICRO)
|
||||
{
|
||||
pp->WpnRocketType++;
|
||||
PlaySound(DIGI_ROCKET_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
|
||||
PlaySound(DIGI_ROCKET_UP, pp, v3df_follow);
|
||||
if (pp->WpnRocketType > 2)
|
||||
pp->WpnRocketType = 0;
|
||||
if (pp->WpnRocketType == 2 && pp->WpnRocketNuke == 0)
|
||||
|
@ -915,7 +913,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
pp->WpnShotgunType++;
|
||||
if (pp->WpnShotgunType > 1)
|
||||
pp->WpnShotgunType = 0;
|
||||
PlaySound(DIGI_SHOTGUN_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
|
||||
PlaySound(DIGI_SHOTGUN_UP, pp, v3df_follow);
|
||||
}
|
||||
InitWeaponShotgun(pp);
|
||||
break;
|
||||
|
@ -930,7 +928,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
pp->WpnRailType = 0;
|
||||
}
|
||||
if (pp->WpnRailType == 1)
|
||||
PlaySound(DIGI_RAIL_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
|
||||
PlaySound(DIGI_RAIL_UP, pp, v3df_follow);
|
||||
#endif
|
||||
InitWeaponRail(pp);
|
||||
}
|
||||
|
@ -951,7 +949,7 @@ int WeaponOperate(PLAYERp pp)
|
|||
pp->WpnFlameType = 0;
|
||||
// if(pp->Wpn[WPN_HOTHEAD])
|
||||
pHotHeadOverlays(pp->Wpn[WPN_HOTHEAD], pp->WpnFlameType);
|
||||
PlaySound(DIGI_HOTHEADSWITCH, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_follow);
|
||||
PlaySound(DIGI_HOTHEADSWITCH, pp, v3df_dontpan|v3df_follow);
|
||||
}
|
||||
|
||||
InitWeaponHothead(pp);
|
||||
|
@ -1349,19 +1347,19 @@ InitWeaponSword(PLAYERp pp)
|
|||
psp->RestState = ps_SwordRest;
|
||||
pSetState(psp, psp->PresentState);
|
||||
|
||||
PlaySound(DIGI_SWORD_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_SWORD_UP, pp, v3df_follow|v3df_dontpan);
|
||||
|
||||
if (pp == Player+myconnectindex)
|
||||
{
|
||||
rnd_num = STD_RANDOM_RANGE(1024);
|
||||
if (rnd_num > 900)
|
||||
PlaySound(DIGI_TAUNTAI2, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_TAUNTAI2, pp, v3df_follow|v3df_dontpan);
|
||||
else if (rnd_num > 800)
|
||||
PlaySound(DIGI_PLAYERYELL1, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_PLAYERYELL1, pp, v3df_follow|v3df_dontpan);
|
||||
else if (rnd_num > 700)
|
||||
PlaySound(DIGI_PLAYERYELL2, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_PLAYERYELL2, pp, v3df_follow|v3df_dontpan);
|
||||
else if (rnd_num > 600)
|
||||
PlayerSound(DIGI_ILIKESWORD,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_ILIKESWORD, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
|
||||
|
@ -1820,11 +1818,11 @@ InitWeaponStar(PLAYERp pp)
|
|||
//psp->RestState = ps_ThrowStar;
|
||||
pSetState(psp, psp->PresentState);
|
||||
|
||||
PlaySound(DIGI_PULL, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_PULL, pp, v3df_follow|v3df_dontpan);
|
||||
if (STD_RANDOM_RANGE(1000) > 900 && pp == Player+myconnectindex)
|
||||
{
|
||||
if (!sw_darts)
|
||||
PlayerSound(DIGI_ILIKESHURIKEN,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_ILIKESHURIKEN, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
|
||||
|
@ -2196,8 +2194,7 @@ pSpawnUziClip(PANEL_SPRITEp gun)
|
|||
{
|
||||
PANEL_SPRITEp New;
|
||||
|
||||
PlaySound(DIGI_REMOVECLIP, &gun->PlayerP->posx, &gun->PlayerP->posy,
|
||||
&gun->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler|v3df_follow);
|
||||
PlaySound(DIGI_REMOVECLIP, gun->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler|v3df_follow);
|
||||
|
||||
if (TEST(gun->flags, PANF_XFLIP))
|
||||
{
|
||||
|
@ -2279,8 +2276,7 @@ pUziReload(PANEL_SPRITEp nclip)
|
|||
{
|
||||
if (nclip->x < gun->x)
|
||||
{
|
||||
PlaySound(DIGI_REPLACECLIP, &nclip->PlayerP->posx, &nclip->PlayerP->posy,
|
||||
&nclip->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
PlaySound(DIGI_REPLACECLIP, nclip->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
|
||||
nclip->x = gun->x - UZI_CLIP_XOFF;
|
||||
nclip->y = gun->y + UZI_CLIP_YOFF;
|
||||
|
@ -2294,8 +2290,7 @@ pUziReload(PANEL_SPRITEp nclip)
|
|||
{
|
||||
if (nclip->x > gun->x)
|
||||
{
|
||||
PlaySound(DIGI_REPLACECLIP, &nclip->PlayerP->posx, &nclip->PlayerP->posy,
|
||||
&nclip->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
PlaySound(DIGI_REPLACECLIP, nclip->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
|
||||
nclip->x = gun->x + UZI_CLIP_XOFF;
|
||||
nclip->y = gun->y + UZI_CLIP_YOFF;
|
||||
|
@ -2523,7 +2518,7 @@ InitWeaponUzi(PLAYERp pp)
|
|||
InitWeaponUzi2(psp);
|
||||
}
|
||||
|
||||
PlaySound(DIGI_UZI_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
|
||||
PlaySound(DIGI_UZI_UP, pp, v3df_follow);
|
||||
|
||||
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
|
||||
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
|
||||
|
@ -3231,7 +3226,7 @@ InitWeaponShotgun(PLAYERp pp)
|
|||
psp->RestState = ps_ShotgunRest;
|
||||
pSetState(psp, psp->PresentState);
|
||||
|
||||
PlaySound(DIGI_SHOTGUN_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
|
||||
PlaySound(DIGI_SHOTGUN_UP, pp, v3df_follow);
|
||||
|
||||
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
|
||||
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
|
||||
|
@ -3315,8 +3310,7 @@ pShotgunReloadDown(PANEL_SPRITEp psp)
|
|||
|
||||
if (psp->y >= SHOTGUN_YOFF + (tilesiz[picnum].y/2))
|
||||
{
|
||||
PlaySound(DIGI_ROCKET_UP, &psp->PlayerP->posx, &psp->PlayerP->posy,
|
||||
&psp->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
PlaySound(DIGI_ROCKET_UP, psp->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
|
||||
psp->y = SHOTGUN_YOFF + (tilesiz[picnum].y/2);
|
||||
|
||||
|
@ -3333,8 +3327,7 @@ pShotgunReloadUp(PANEL_SPRITEp psp)
|
|||
|
||||
if (psp->y < SHOTGUN_YOFF)
|
||||
{
|
||||
PlaySound(DIGI_SHOTGUN_UP, &psp->PlayerP->posx, &psp->PlayerP->posy,
|
||||
&psp->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
PlaySound(DIGI_SHOTGUN_UP, psp->PlayerP,v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
|
||||
psp->y = SHOTGUN_YOFF;
|
||||
|
||||
|
@ -3746,8 +3739,8 @@ InitWeaponRail(PLAYERp pp)
|
|||
psp->RestState = ps_RailRest;
|
||||
pSetState(psp, psp->PresentState);
|
||||
|
||||
PlaySound(DIGI_RAIL_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
|
||||
railvochandle = PlaySound(DIGI_RAILREADY, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_RAIL_UP, pp, v3df_follow);
|
||||
railvochandle = PlaySound(DIGI_RAILREADY, pp, v3df_follow|v3df_dontpan);
|
||||
Set3DSoundOwner(psp->PlayerP->PlayerSprite);
|
||||
|
||||
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
|
||||
|
@ -4206,7 +4199,7 @@ InitWeaponHothead(PLAYERp pp)
|
|||
psp->over[0].xoff = HOTHEAD_FINGER_XOFF;
|
||||
psp->over[0].yoff = HOTHEAD_FINGER_YOFF;
|
||||
|
||||
PlaySound(DIGI_GRDALERT, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_GRDALERT, pp, v3df_follow|v3df_dontpan);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -4649,7 +4642,7 @@ InitWeaponMicro(PLAYERp pp)
|
|||
if (pp->WpnRocketType == 2 && !pp->InitingNuke && !pp->NukeInitialized)
|
||||
pp->TestNukeInit = pp->InitingNuke = TRUE;
|
||||
|
||||
PlaySound(DIGI_ROCKET_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
|
||||
PlaySound(DIGI_ROCKET_UP, pp, v3df_follow);
|
||||
|
||||
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
|
||||
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
|
||||
|
@ -4892,11 +4885,9 @@ pMicroRest(PANEL_SPRITEp psp)
|
|||
{
|
||||
choose_voc = STD_RANDOM_RANGE(1024);
|
||||
if (choose_voc > 600)
|
||||
PlayerSound(DIGI_TAUNTAI2,&psp->PlayerP->posx,
|
||||
&psp->PlayerP->posy,&psp->PlayerP->posy,v3df_dontpan|v3df_follow,psp->PlayerP);
|
||||
PlayerSound(DIGI_TAUNTAI2,v3df_dontpan|v3df_follow,psp->PlayerP);
|
||||
else if (choose_voc > 300)
|
||||
PlayerSound(DIGI_TAUNTAI4,&psp->PlayerP->posx,
|
||||
&psp->PlayerP->posy,&psp->PlayerP->posy,v3df_dontpan|v3df_follow,psp->PlayerP);
|
||||
PlayerSound(DIGI_TAUNTAI4,v3df_dontpan|v3df_follow,psp->PlayerP);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4969,7 +4960,7 @@ pMicroFire(PANEL_SPRITEp psp)
|
|||
InitRocket(psp->PlayerP);
|
||||
break;
|
||||
case 2:
|
||||
PlaySound(DIGI_WARNING,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_dontpan|v3df_follow);
|
||||
PlaySound(DIGI_WARNING,psp->PlayerP,v3df_dontpan|v3df_follow);
|
||||
InitNuke(psp->PlayerP);
|
||||
psp->PlayerP->NukeInitialized = FALSE;
|
||||
break;
|
||||
|
@ -5017,7 +5008,7 @@ pMicroStandBy(PANEL_SPRITEp psp)
|
|||
|
||||
pMicroOverlays(psp);
|
||||
pp->nukevochandle =
|
||||
PlaySound(DIGI_NUKESTDBY, &psp->PlayerP->posx, &psp->PlayerP->posy, &psp->PlayerP->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_NUKESTDBY, psp->PlayerP, v3df_follow|v3df_dontpan);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -5026,7 +5017,7 @@ pMicroCount(PANEL_SPRITEp psp)
|
|||
PLAYERp pp = psp->PlayerP;
|
||||
|
||||
pp->nukevochandle =
|
||||
PlaySound(DIGI_NUKECDOWN, &psp->PlayerP->posx, &psp->PlayerP->posy, &psp->PlayerP->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_NUKECDOWN, pp, v3df_follow|v3df_dontpan);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -5035,7 +5026,7 @@ pMicroReady(PANEL_SPRITEp psp)
|
|||
PLAYERp pp = psp->PlayerP;
|
||||
|
||||
pp->nukevochandle =
|
||||
PlaySound(DIGI_NUKEREADY, &psp->PlayerP->posx, &psp->PlayerP->posy, &psp->PlayerP->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_NUKEREADY, pp, v3df_follow|v3df_dontpan);
|
||||
pp->NukeInitialized = TRUE;
|
||||
}
|
||||
|
||||
|
@ -5136,7 +5127,7 @@ InitWeaponHeart(PLAYERp pp)
|
|||
pp->WpnUziType = 2; // Make uzi's go away!
|
||||
RetractCurWpn(pp);
|
||||
|
||||
PlaySound(DIGI_HEARTBEAT, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
PlaySound(DIGI_HEARTBEAT, pp, v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
|
||||
// Set up the new Weapon variables
|
||||
psp = pp->CurWpn = pp->Wpn[WPN_HEART];
|
||||
|
@ -5281,9 +5272,9 @@ pHeartAttack(PANEL_SPRITEp psp)
|
|||
//int InitHeartAttack(PLAYERp pp);
|
||||
// CTW MODIFICATION END
|
||||
|
||||
PlaySound(DIGI_HEARTFIRE,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_HEARTFIRE, pp, v3df_follow|v3df_dontpan);
|
||||
if (RANDOM_RANGE(1000) > 800)
|
||||
PlayerSound(DIGI_JG9009,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_JG9009, v3df_follow|v3df_dontpan,pp);
|
||||
InitHeartAttack(psp->PlayerP);
|
||||
}
|
||||
|
||||
|
@ -5400,7 +5391,7 @@ SpawnSmallHeartBlood(PANEL_SPRITEp psp)
|
|||
{0, 0, 0, 0, 0, 0, 0, {0,0}},
|
||||
};
|
||||
|
||||
PlaySound(DIGI_HEARTBEAT, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
PlaySound(DIGI_HEARTBEAT, pp, v3df_follow|v3df_dontpan|v3df_doppler);
|
||||
|
||||
for (hsp = HeartShrap; hsp->lo_jump_speed; hsp++)
|
||||
{
|
||||
|
@ -5645,7 +5636,7 @@ InitWeaponGrenade(PLAYERp pp)
|
|||
|
||||
pGrenadePresentSetup(psp);
|
||||
|
||||
PlaySound(DIGI_GRENADE_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
|
||||
PlaySound(DIGI_GRENADE_UP, pp, v3df_follow);
|
||||
|
||||
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
|
||||
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
|
||||
|
@ -5931,7 +5922,7 @@ InitWeaponMine(PLAYERp pp)
|
|||
psp->RestState = ps_MineRest;
|
||||
pSetState(psp, psp->PresentState);
|
||||
|
||||
PlaySound(DIGI_PULL, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_PULL, pp, v3df_follow|v3df_dontpan);
|
||||
|
||||
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
|
||||
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
|
||||
|
@ -5942,7 +5933,7 @@ pMineUpSound(PANEL_SPRITEp psp)
|
|||
{
|
||||
PLAYERp pp = psp->PlayerP;
|
||||
|
||||
PlaySound(DIGI_MINE_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
|
||||
PlaySound(DIGI_MINE_UP, pp, v3df_follow);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -6191,10 +6182,10 @@ InitChops(PLAYERp pp)
|
|||
psp->RetractState = ps_ChopsRetract;
|
||||
psp->RestState = ps_ChopsAttack1;
|
||||
|
||||
PlaySound(DIGI_BUZZZ,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_none);
|
||||
PlaySound(DIGI_BUZZZ, psp->PlayerP,v3df_none);
|
||||
|
||||
if (RANDOM_RANGE(1000) > 750)
|
||||
PlayerSound(DIGI_MRFLY,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
PlayerSound(DIGI_MRFLY,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
|
||||
}
|
||||
|
||||
|
@ -6202,15 +6193,15 @@ void
|
|||
pChopsClick(PANEL_SPRITEp psp)
|
||||
{
|
||||
int16_t rnd_rng;
|
||||
PlaySound(DIGI_CHOP_CLICK,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_none);
|
||||
PlaySound(DIGI_CHOP_CLICK,psp->PlayerP,v3df_none);
|
||||
|
||||
rnd_rng = RANDOM_RANGE(1000);
|
||||
if (rnd_rng > 950)
|
||||
PlayerSound(DIGI_SEARCHWALL,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
PlayerSound(DIGI_SEARCHWALL,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
else if (rnd_rng > 900)
|
||||
PlayerSound(DIGI_EVADEFOREVER,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
PlayerSound(DIGI_EVADEFOREVER,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
else if (rnd_rng > 800)
|
||||
PlayerSound(DIGI_SHISEISI,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
PlayerSound(DIGI_SHISEISI,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -6273,7 +6264,7 @@ pChopsWait(PANEL_SPRITEp psp)
|
|||
// do a random attack here
|
||||
psp->x = CHOPS_XOFF + (RANDOM_P2(128) - 64);
|
||||
|
||||
PlaySound(DIGI_BUZZZ,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_none);
|
||||
PlaySound(DIGI_BUZZZ,psp->PlayerP,v3df_none);
|
||||
pSetState(psp, psp_ChopsAttack[RANDOM_RANGE(SIZ(psp_ChopsAttack))]);
|
||||
}
|
||||
}
|
||||
|
@ -6296,7 +6287,7 @@ pChopsRetract(PANEL_SPRITEp psp)
|
|||
if (psp->y >= CHOPS_YOFF + tilesiz[picnum].y)
|
||||
{
|
||||
if (RANDOM_RANGE(1000) > 800)
|
||||
PlayerSound(DIGI_GETTINGSTIFF,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
PlayerSound(DIGI_GETTINGSTIFF,v3df_follow|v3df_dontpan,psp->PlayerP);
|
||||
psp->PlayerP->Chops = NULL;
|
||||
pKillSprite(psp);
|
||||
}
|
||||
|
@ -6604,11 +6595,11 @@ InitWeaponFist(PLAYERp pp)
|
|||
|
||||
rnd_num = RANDOM_P2(1024);
|
||||
if (rnd_num > 900)
|
||||
PlaySound(DIGI_TAUNTAI2, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_TAUNTAI2, pp, v3df_follow|v3df_dontpan);
|
||||
else if (rnd_num > 800)
|
||||
PlaySound(DIGI_PLAYERYELL1, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_PLAYERYELL1, pp, v3df_follow|v3df_dontpan);
|
||||
else if (rnd_num > 700)
|
||||
PlaySound(DIGI_PLAYERYELL2, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_PLAYERYELL2, pp, v3df_follow|v3df_dontpan);
|
||||
|
||||
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
|
||||
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
|
||||
|
|
|
@ -1456,7 +1456,7 @@ DoPlayerWarpTeleporter(PLAYERp pp)
|
|||
default:
|
||||
DoPlayerTeleportToSprite(pp, sp_warp);
|
||||
|
||||
PlaySound(DIGI_TELEPORT, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
PlaySound(DIGI_TELEPORT, pp, v3df_none);
|
||||
|
||||
DoPlayerResetMovement(pp);
|
||||
|
||||
|
@ -3637,7 +3637,7 @@ void StackedWaterSplash(PLAYERp pp)
|
|||
|
||||
if (sectnum >= 0 && SectorIsUnderwaterArea(sectnum))
|
||||
{
|
||||
PlaySound(DIGI_SPLASH1, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan);
|
||||
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3677,8 +3677,7 @@ DoPlayerFall(PLAYERp pp)
|
|||
|
||||
if (pp->jump_speed > 2000)
|
||||
{
|
||||
PlayerSound(DIGI_FALLSCREAM, &pp->posx, &pp->posy, &pp->posz,
|
||||
v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(DIGI_FALLSCREAM, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
}
|
||||
else if (pp->jump_speed > 1300)
|
||||
{
|
||||
|
@ -3719,13 +3718,13 @@ DoPlayerFall(PLAYERp pp)
|
|||
|
||||
if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE))
|
||||
{
|
||||
PlaySound(DIGI_SPLASH1, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan);
|
||||
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pp->jump_speed > 1020)
|
||||
// Feet hitting ground sound
|
||||
PlaySound(DIGI_HITGROUND, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_HITGROUND, pp, v3df_follow|v3df_dontpan);
|
||||
}
|
||||
|
||||
// i any kind of crawl key get rid of recoil
|
||||
|
@ -3748,7 +3747,7 @@ DoPlayerFall(PLAYERp pp)
|
|||
if (pp->jump_speed > 1700 && depth == 0)
|
||||
{
|
||||
|
||||
PlayerSound(DIGI_PLAYERPAIN2, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_PLAYERPAIN2, v3df_follow|v3df_dontpan,pp);
|
||||
// PlayerUpdateHealth(pp, -RANDOM_RANGE(PLAYER_FALL_DAMAGE_AMOUNT) - 2);
|
||||
|
||||
if (pp->jump_speed > 1700 && pp->jump_speed < 4000)
|
||||
|
@ -4686,7 +4685,7 @@ PlayerCanDiveNoWarp(PLAYERp pp)
|
|||
pp->z_speed = Z(20);
|
||||
pp->jump_speed = 0;
|
||||
|
||||
PlaySound(DIGI_SPLASH1, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan);
|
||||
PlaySound(DIGI_SPLASH1, pp, v3df_dontpan);
|
||||
DoPlayerBeginDiveNoWarp(pp);
|
||||
return TRUE;
|
||||
}
|
||||
|
@ -5152,7 +5151,7 @@ DoPlayerStopDiveNoWarp(PLAYERp pp)
|
|||
StopPlayerSound(pp);
|
||||
|
||||
// stop diving no warp
|
||||
PlayerSound(DIGI_SURFACE,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow|v3df_doppler,pp);
|
||||
PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp);
|
||||
|
||||
pp->bob_amt = 0;
|
||||
|
||||
|
@ -5183,7 +5182,7 @@ DoPlayerStopDive(PLAYERp pp)
|
|||
StopPlayerSound(pp);
|
||||
|
||||
// stop diving with warp
|
||||
PlayerSound(DIGI_SURFACE,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow|v3df_doppler,pp);
|
||||
PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp);
|
||||
|
||||
pp->bob_amt = 0;
|
||||
DoPlayerWarpToSurface(pp);
|
||||
|
@ -5268,7 +5267,7 @@ DoPlayerDive(PLAYERp pp)
|
|||
{
|
||||
pp->DiveDamageTics = PLAYER_DIVE_DAMAGE_TIME;
|
||||
//PlayerUpdateHealth(pp, PLAYER_DIVE_DAMAGE_AMOUNT);
|
||||
PlayerSound(DIGI_WANGDROWNING, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_follow, pp);
|
||||
PlayerSound(DIGI_WANGDROWNING, v3df_dontpan|v3df_follow, pp);
|
||||
PlayerUpdateHealth(pp, -3 -(RANDOM_RANGE(7<<8)>>8));
|
||||
PlayerCheckDeath(pp, -1);
|
||||
if (TEST(pp->Flags, PF_DEAD))
|
||||
|
@ -5407,7 +5406,7 @@ DoPlayerDive(PLAYERp pp)
|
|||
|
||||
// Random bubble sounds
|
||||
// if((RANDOM_RANGE(1000<<5)>>5) < 100)
|
||||
// PlaySound(DIGI_BUBBLES, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_follow);
|
||||
// PlaySound(DIGI_BUBBLES, pp, v3df_dontpan|v3df_follow);
|
||||
|
||||
if ((!Prediction && pp->z_speed && ((RANDOM_P2(1024<<5)>>5) < 64)) ||
|
||||
(PLAYER_MOVING(pp) && (RANDOM_P2(1024<<5)>>5) < 64))
|
||||
|
@ -5417,7 +5416,7 @@ DoPlayerDive(PLAYERp pp)
|
|||
SPRITEp bp;
|
||||
int nx,ny;
|
||||
|
||||
PlaySound(DIGI_BUBBLES, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
PlaySound(DIGI_BUBBLES, pp, v3df_none);
|
||||
bubble = SpawnBubble(pp->SpriteP - sprite);
|
||||
if (bubble >= 0)
|
||||
{
|
||||
|
@ -5871,7 +5870,7 @@ DoPlayerBeginOperate(PLAYERp pp)
|
|||
}
|
||||
else
|
||||
{
|
||||
PlayerSound(DIGI_USEBROKENVEHICLE, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -5959,7 +5958,7 @@ DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
|
|||
}
|
||||
else
|
||||
{
|
||||
PlayerSound(DIGI_USEBROKENVEHICLE, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_USEBROKENVEHICLE, v3df_follow|v3df_dontpan,pp);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -6312,9 +6311,9 @@ DoPlayerDeathFall(PLAYERp pp)
|
|||
SpawnSplash(pp->PlayerSprite);
|
||||
|
||||
if (RANDOM_RANGE(1000) > 500)
|
||||
PlaySound(DIGI_BODYFALL1, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan);
|
||||
PlaySound(DIGI_BODYFALL1, pp, v3df_dontpan);
|
||||
else
|
||||
PlaySound(DIGI_BODYFALL2, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan);
|
||||
PlaySound(DIGI_BODYFALL2, pp, v3df_dontpan);
|
||||
|
||||
pp->posz = loz - PLAYER_DEATH_HEIGHT;
|
||||
RESET(pp->Flags, PF_FALLING);
|
||||
|
@ -6474,21 +6473,12 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
if (GodMode)
|
||||
return;
|
||||
|
||||
// Override any previous talking, death scream has precedance
|
||||
if (pp->PlayerTalking)
|
||||
{
|
||||
if (FX_SoundValidAndActive(pp->TalkVocHandle))
|
||||
FX_StopSound(pp->TalkVocHandle);
|
||||
pp->PlayerTalking = FALSE;
|
||||
pp->TalkVocnum = -1;
|
||||
pp->TalkVocHandle = -1;
|
||||
}
|
||||
StopPlayerSound(pp);
|
||||
|
||||
// Do the death scream
|
||||
choosesnd = RANDOM_RANGE(MAX_PAIN);
|
||||
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],&pp->posx,
|
||||
&pp->posy,&pp->posy,v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
|
||||
#if 0
|
||||
if (!CommEnabled && numplayers <= 1 && QuickLoadNum >= 0)
|
||||
|
@ -6618,7 +6608,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
case PLAYER_DEATH_FLIP:
|
||||
case PLAYER_DEATH_RIPPER:
|
||||
|
||||
//PlaySound(DIGI_SCREAM1, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_follow);
|
||||
//PlaySound(DIGI_SCREAM1, pp, v3df_dontpan|v3df_follow);
|
||||
|
||||
SET(pp->Flags, PF_JUMPING);
|
||||
u->ID = NINJA_DEAD;
|
||||
|
@ -6636,7 +6626,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
break;
|
||||
case PLAYER_DEATH_CRUMBLE:
|
||||
|
||||
PlaySound(DIGI_BODYSQUISH1, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan);
|
||||
PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan);
|
||||
|
||||
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
|
||||
pp->jump_speed = -300;
|
||||
|
@ -6652,7 +6642,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
break;
|
||||
case PLAYER_DEATH_EXPLODE:
|
||||
|
||||
PlaySound(DIGI_BODYSQUISH1, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan);
|
||||
PlaySound(DIGI_BODYSQUISH1, pp, v3df_dontpan);
|
||||
|
||||
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
|
||||
pp->jump_speed = -650;
|
||||
|
@ -6669,7 +6659,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
break;
|
||||
case PLAYER_DEATH_SQUISH:
|
||||
|
||||
PlaySound(DIGI_BODYCRUSHED1, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan);
|
||||
PlaySound(DIGI_BODYCRUSHED1, pp, v3df_dontpan);
|
||||
|
||||
SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
|
||||
pp->jump_speed = 200;
|
||||
|
@ -6769,7 +6759,7 @@ void DoPlayerDeathHurl(PLAYERp pp)
|
|||
{
|
||||
SpawnShrap(pp->PlayerSprite, -1);
|
||||
if (RANDOM_RANGE(1000) > 400)
|
||||
PlayerSound(DIGI_DHVOMIT, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_DHVOMIT, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -6854,7 +6844,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
|
|||
pp->SpriteP->ang = pp->pang;
|
||||
|
||||
DoSpawnTeleporterEffect(pp->SpriteP);
|
||||
PlaySound(DIGI_TELEPORT, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
PlaySound(DIGI_TELEPORT, pp, v3df_none);
|
||||
|
||||
DoPlayerZrange(pp);
|
||||
|
||||
|
@ -7006,7 +6996,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
|
|||
short hit_sprite = -2;
|
||||
SPRITEp hsp;
|
||||
|
||||
//PlaySound(DIGI_DHCLUNK, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan);
|
||||
//PlaySound(DIGI_DHCLUNK, pp, v3df_dontpan);
|
||||
|
||||
hit_sprite = NORM_SPRITE(u->ret);
|
||||
hsp = &sprite[hit_sprite];
|
||||
|
@ -7026,7 +7016,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
|
|||
{
|
||||
short w,nw,wall_ang,dang;
|
||||
|
||||
//PlaySound(DIGI_DHCLUNK, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan);
|
||||
//PlaySound(DIGI_DHCLUNK, pp, v3df_dontpan);
|
||||
|
||||
w = NORM_WALL(u->ret);
|
||||
|
||||
|
|
|
@ -273,7 +273,7 @@ int SpawnQuake(short sectnum, int x, int y, int z,
|
|||
QUAKE_AngAmt(sp) = 8;
|
||||
QUAKE_PosAmt(sp) = 0;
|
||||
|
||||
PlaySound(DIGI_ERUPTION, &sp->x, &sp->y, &sp->z, v3df_follow|v3df_dontpan);
|
||||
PlaySound(DIGI_ERUPTION, sp, v3df_follow|v3df_dontpan);
|
||||
Set3DSoundOwner(SpriteNum);
|
||||
|
||||
return SpriteNum;
|
||||
|
|
|
@ -1251,7 +1251,7 @@ int DoRipper2StandHeart(short SpriteNum)
|
|||
NullRipper2(SpriteNum);
|
||||
|
||||
if (!FX_SoundValidAndActive(riphearthandle))
|
||||
riphearthandle = PlaySound(DIGI_RIPPER2HEARTOUT,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
riphearthandle = PlaySound(DIGI_RIPPER2HEARTOUT, sp, v3df_none);
|
||||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
NewStateGroup(SpriteNum, sg_Ripper2Run);
|
||||
|
@ -1375,7 +1375,7 @@ int ChestRipper2(short SpriteNum)
|
|||
{
|
||||
SPRITEp sp = &sprite[SpriteNum];
|
||||
|
||||
PlaySound(DIGI_RIPPER2CHEST,&sp->x,&sp->y,&sp->z,v3df_follow);
|
||||
PlaySound(DIGI_RIPPER2CHEST, sp, v3df_follow);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -1229,9 +1229,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
|
|||
|
||||
TRAVERSE_CONNECT(i)
|
||||
{
|
||||
Player[i].PlayerTalking = FALSE;
|
||||
Player[i].TalkVocnum = -1;
|
||||
Player[i].TalkVocHandle = -1;
|
||||
Player[i].StartColor = 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -861,7 +861,7 @@ DoSpawnActorTrigger(short match)
|
|||
if (ActorSpawn(sp))
|
||||
{
|
||||
DoSpawnTeleporterEffectPlace(sp);
|
||||
PlaySound(DIGI_PLAYER_TELEPORT, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_PLAYER_TELEPORT, sp, v3df_none);
|
||||
spawn_count++;
|
||||
}
|
||||
}
|
||||
|
@ -1285,12 +1285,12 @@ DoSoundSpotMatch(short match, short sound_num, short sound_type)
|
|||
if (pp)
|
||||
{
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(snd2play,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(snd2play, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
PlaySound(snd2play, &sp->x, &sp->y, &sp->z, flags);
|
||||
PlaySound(snd2play, sp, flags);
|
||||
|
||||
//if (TEST(flags, v3df_follow)) // Just set it anyway
|
||||
Set3DSoundOwner(sn);
|
||||
|
@ -1724,68 +1724,68 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
if (sp->lotag == CARGIRL_R0)
|
||||
{
|
||||
if (choose_snd > 700)
|
||||
PlayerSound(DIGI_JG44052,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG44052, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 500)
|
||||
PlayerSound(DIGI_JG45014,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG45014, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 250)
|
||||
PlayerSound(DIGI_JG44068,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG44068, v3df_dontpan|v3df_follow,pp);
|
||||
else
|
||||
PlayerSound(DIGI_JG45010,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG45010, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
else if (sp->lotag == MECHANICGIRL_R0)
|
||||
{
|
||||
if (choose_snd > 700)
|
||||
PlayerSound(DIGI_JG44027,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG44027, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 500)
|
||||
PlayerSound(DIGI_JG44038,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG44038, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 250)
|
||||
PlayerSound(DIGI_JG44039,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG44039, v3df_dontpan|v3df_follow,pp);
|
||||
else
|
||||
PlayerSound(DIGI_JG44048,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG44048, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
else if (sp->lotag == SAILORGIRL_R0)
|
||||
{
|
||||
if (choose_snd > 700)
|
||||
PlayerSound(DIGI_JG45018,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG45018, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 500)
|
||||
PlayerSound(DIGI_JG45030,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG45030, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 250)
|
||||
PlayerSound(DIGI_JG45033,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG45033, v3df_dontpan|v3df_follow,pp);
|
||||
else
|
||||
PlayerSound(DIGI_JG45043,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG45043, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
else if (sp->lotag == PRUNEGIRL_R0)
|
||||
{
|
||||
if (choose_snd > 700)
|
||||
PlayerSound(DIGI_JG45053,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG45053, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 500)
|
||||
PlayerSound(DIGI_JG45067,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG45067, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 250)
|
||||
PlayerSound(DIGI_JG46005,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG46005, v3df_dontpan|v3df_follow,pp);
|
||||
else
|
||||
PlayerSound(DIGI_JG46010,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_JG46010, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
else if (sp->lotag == TOILETGIRL_R0)
|
||||
{
|
||||
if (choose_snd > 700)
|
||||
PlayerSound(DIGI_WHATYOUEATBABY,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_WHATYOUEATBABY, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 500)
|
||||
PlayerSound(DIGI_WHATDIEDUPTHERE,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_WHATDIEDUPTHERE, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 250)
|
||||
PlayerSound(DIGI_YOUGOPOOPOO,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_YOUGOPOOPOO, v3df_dontpan|v3df_follow,pp);
|
||||
else
|
||||
PlayerSound(DIGI_PULLMYFINGER,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_PULLMYFINGER, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (choose_snd > 700)
|
||||
PlayerSound(DIGI_SOAPYOUGOOD,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_SOAPYOUGOOD, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 500)
|
||||
PlayerSound(DIGI_WASHWANG,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_WASHWANG, v3df_dontpan|v3df_follow,pp);
|
||||
else if (choose_snd > 250)
|
||||
PlayerSound(DIGI_DROPSOAP,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_DROPSOAP, v3df_dontpan|v3df_follow,pp);
|
||||
else
|
||||
PlayerSound(DIGI_REALTITS,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_follow,pp);
|
||||
PlayerSound(DIGI_REALTITS, v3df_dontpan|v3df_follow,pp);
|
||||
}
|
||||
}
|
||||
return TRUE;
|
||||
|
@ -1795,7 +1795,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
|
||||
PlaySound(DIGI_PFLIP,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko1Operate);
|
||||
|
||||
|
@ -1806,7 +1806,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
|
||||
PlaySound(DIGI_PFLIP,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko2Operate);
|
||||
|
||||
|
@ -1817,7 +1817,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
|
||||
PlaySound(DIGI_PFLIP,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko3Operate);
|
||||
|
||||
|
@ -1828,7 +1828,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
// Don't mess with it if it's already going
|
||||
if (u->WaitTics > 0) return TRUE;
|
||||
|
||||
PlaySound(DIGI_PFLIP,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RANDOM_RANGE(10));
|
||||
ChangeState(SpriteNum,s_Pachinko4Operate);
|
||||
|
||||
|
@ -1853,7 +1853,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
// change the switch state
|
||||
AnimateSwitch(sp, -1);
|
||||
PlaySound(DIGI_REGULARSWITCH, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_REGULARSWITCH, sp, v3df_none);
|
||||
|
||||
if (ComboSwitchTest(TAG_COMBO_SWITCH_EVERYTHING, sp->hitag))
|
||||
{
|
||||
|
@ -1866,7 +1866,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
// change the switch state
|
||||
AnimateSwitch(sp, -1);
|
||||
PlaySound(DIGI_REGULARSWITCH, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_REGULARSWITCH, sp, v3df_none);
|
||||
|
||||
if (ComboSwitchTest(TAG_COMBO_SWITCH_EVERYTHING, sp->hitag))
|
||||
{
|
||||
|
@ -1921,7 +1921,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
AnimateSwitch(sp, -1);
|
||||
|
||||
PlaySound(DIGI_BIGSWITCH, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_BIGSWITCH, sp, v3df_none);
|
||||
|
||||
if (sp->hitag)
|
||||
Level = sp->hitag;
|
||||
|
@ -1970,7 +1970,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
sp->hitag = 0;
|
||||
sp->lotag = 0;
|
||||
|
||||
PlaySound(DIGI_REGULARSWITCH, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_REGULARSWITCH, sp, v3df_none);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -1990,7 +1990,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
sop->ang_tgt = NORM_ANGLE(sop->ang_tgt + 512);
|
||||
|
||||
PlaySound(DIGI_BIGSWITCH, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_BIGSWITCH, sp, v3df_none);
|
||||
|
||||
return TRUE;
|
||||
|
||||
|
@ -2140,8 +2140,7 @@ OperateTripTrigger(PLAYERp pp)
|
|||
|
||||
case TAG_SECRET_AREA_TRIGGER:
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(DIGI_ANCIENTSECRET, &pp->posx, &pp->posy, &pp->posz,
|
||||
v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(DIGI_ANCIENTSECRET, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
|
||||
sprintf(ds, GStrings("TXTS_SECRET"));
|
||||
SECRET_Trigger(pp->cursectnum);
|
||||
|
@ -2244,7 +2243,7 @@ OperateTripTrigger(PLAYERp pp)
|
|||
sector[pp->cursectnum].hitag = 0;
|
||||
sector[pp->cursectnum].lotag = 0;
|
||||
|
||||
PlaySound(DIGI_REGULARSWITCH, &pp->posx, &pp->posy, &pp->posz, v3df_none);
|
||||
PlaySound(DIGI_REGULARSWITCH, pp, v3df_none);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -2351,7 +2350,7 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
if (sector[pp->cursectnum].hitag == PLAYER_SOUNDEVENT_TAG)
|
||||
{
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(sector[pp->cursectnum].lotag,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(sector[pp->cursectnum].lotag, v3df_follow|v3df_dontpan,pp);
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
@ -2370,7 +2369,7 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
if (sp->hitag == PLAYER_SOUNDEVENT_TAG)
|
||||
{
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(sp->lotag,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(sp->lotag, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
return FALSE; // Return false so he doesn't grunt
|
||||
}
|
||||
|
@ -2381,7 +2380,7 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
if (wall[neartagwall].hitag == PLAYER_SOUNDEVENT_TAG)
|
||||
{
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(wall[neartagwall].lotag,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(wall[neartagwall].lotag, v3df_follow|v3df_dontpan,pp);
|
||||
return FALSE; // We are playing a sound so don't return true
|
||||
}
|
||||
return TRUE;
|
||||
|
@ -2420,9 +2419,9 @@ SWBOOL NearThings(PLAYERp pp)
|
|||
if (!TEST(wp->extra, WALLFX_DONT_STICK) && pp == Player+myconnectindex)
|
||||
{
|
||||
if (STD_RANDOM_RANGE(1000) > 970)
|
||||
PlayerSound(DIGI_HITTINGWALLS,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_HITTINGWALLS, v3df_follow|v3df_dontpan,pp);
|
||||
else
|
||||
PlayerSound(DIGI_SEARCHWALL,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(DIGI_SEARCHWALL, v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
|
@ -2581,7 +2580,7 @@ int DoPlayerGrabStar(PLAYERp pp)
|
|||
{
|
||||
// Pull a star out of wall and up your ammo
|
||||
PlayerUpdateAmmo(pp, WPN_STAR, 1);
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_none);
|
||||
KillSprite(StarQueue[i]);
|
||||
StarQueue[i] = -1;
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_STAR)))
|
||||
|
|
|
@ -472,7 +472,7 @@ int DoSkullWait(short SpriteNum)
|
|||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
PlaySound(DIGI_AHSCREAM,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
PlaySound(DIGI_AHSCREAM, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + RANDOM_RANGE(360);
|
||||
}
|
||||
|
||||
|
@ -881,7 +881,7 @@ int DoBettyWait(short SpriteNum)
|
|||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
PlaySound(DIGI_MINEBEEP,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
PlaySound(DIGI_MINEBEEP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3);
|
||||
}
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -57,7 +57,8 @@ enum
|
|||
v3df_intermit = 32, // 1 = Intermittant sound
|
||||
v3df_init = 64, // 1 = First pass of sound, don't play it.
|
||||
// This is mainly used for intermittent sounds
|
||||
v3df_nolookup = 128 // don't use ambient table lookup
|
||||
v3df_nolookup = 128, // don't use ambient table lookup
|
||||
v3df_listenerz = 256 // ignore height when positioning sound (was mostly hacked by providing bad cooordinates to the code before.)
|
||||
};
|
||||
typedef int Voc3D_Flags;
|
||||
|
||||
|
@ -80,7 +81,7 @@ void PlaySpriteSound(short spritenum, int attrib_ndx, Voc3D_Flags flags);
|
|||
void DeleteNoSoundOwner(short spritenum);
|
||||
void DeleteNoFollowSoundOwner(short spritenum);
|
||||
|
||||
SWBOOL CacheSound(int num, int type);
|
||||
inline SWBOOL CacheSound(int num, int type) { return false; }
|
||||
void COVER_SetReverb(int amt);
|
||||
void UnInitSound(void);
|
||||
void InitFX(void);
|
||||
|
|
|
@ -5504,7 +5504,7 @@ void ChoosePlayerGetSound(PLAYERp pp)
|
|||
|
||||
choose_snd = STD_RANDOM_RANGE((MAX_GETSOUNDS-1)<<8)>>8;
|
||||
|
||||
PlayerSound(PlayerGetItemVocs[choose_snd],&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
|
||||
PlayerSound(PlayerGetItemVocs[choose_snd], v3df_follow|v3df_dontpan,pp);
|
||||
}
|
||||
|
||||
SWBOOL CanGetWeapon(PLAYERp pp, short SpriteNum, int WPN)
|
||||
|
@ -5584,7 +5584,7 @@ DoGet(short SpriteNum)
|
|||
u->WaitTics -= ACTORMOVETICS * 2;
|
||||
if (u->WaitTics <= 0)
|
||||
{
|
||||
PlaySound(DIGI_ITEM_SPAWN, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
|
||||
DoSpawnItemTeleporterEffect(sp);
|
||||
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
}
|
||||
|
@ -5674,7 +5674,7 @@ KeyMain:
|
|||
pp->HasKey[key_num] = TRUE;
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_KEY, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_KEY, sp, v3df_dontpan);
|
||||
PlayerUpdateKeys(pp);
|
||||
|
||||
// don't kill keys in coop
|
||||
|
@ -5704,7 +5704,7 @@ KeyMain:
|
|||
}
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_BIGITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_BIGITEM, sp, v3df_dontpan);
|
||||
|
||||
// override for respawn mode
|
||||
if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
|
||||
|
@ -5739,7 +5739,7 @@ KeyMain:
|
|||
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
|
||||
// override for respawn mode
|
||||
if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
|
||||
|
@ -5769,7 +5769,7 @@ KeyMain:
|
|||
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_BIGITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_BIGITEM, sp, v3df_dontpan);
|
||||
|
||||
// override for respawn mode
|
||||
if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
|
||||
|
@ -5795,7 +5795,7 @@ KeyMain:
|
|||
PlayerUpdateInventory(pp, INVENTORY_MEDKIT);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
|
||||
// override for respawn mode
|
||||
if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
|
||||
|
@ -5818,7 +5818,7 @@ KeyMain:
|
|||
PlayerUpdateInventory(pp, INVENTORY_CHEMBOMB);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
}
|
||||
break;
|
||||
|
@ -5833,7 +5833,7 @@ KeyMain:
|
|||
PlayerUpdateInventory(pp, INVENTORY_FLASHBOMB);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
}
|
||||
break;
|
||||
|
@ -5850,7 +5850,7 @@ KeyMain:
|
|||
PlayerUpdateInventory(pp, INVENTORY_CALTROPS);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
}
|
||||
break;
|
||||
|
@ -5864,7 +5864,7 @@ KeyMain:
|
|||
PlayerUpdateInventory(pp, INVENTORY_NIGHT_VISION);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
}
|
||||
break;
|
||||
|
@ -5877,7 +5877,7 @@ KeyMain:
|
|||
PlayerUpdateInventory(pp, INVENTORY_REPAIR_KIT);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
|
||||
// don't kill repair kit in coop
|
||||
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
|
||||
|
@ -5894,7 +5894,7 @@ KeyMain:
|
|||
pp->InventoryAmount[INVENTORY_ENVIRON_SUIT] = 1;
|
||||
PlayerUpdateInventory(pp, INVENTORY_ENVIRON_SUIT);
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
}
|
||||
break;
|
||||
|
@ -5908,7 +5908,7 @@ KeyMain:
|
|||
PlayerUpdateInventory(pp, INVENTORY_CLOAK);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
}
|
||||
break;
|
||||
|
@ -5929,7 +5929,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGetWeapon(SpriteNum);
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_STAR)))
|
||||
break;
|
||||
|
@ -5956,7 +5956,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
ChoosePlayerGetSound(pp);
|
||||
KillGetWeapon(SpriteNum);
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_MINE)))
|
||||
|
@ -5986,7 +5986,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGetWeapon(SpriteNum);
|
||||
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_UZI)) && TEST(pp->Flags, PF_TWO_UZI))
|
||||
|
@ -5998,7 +5998,7 @@ KeyMain:
|
|||
SET(pp->Flags, PF_TWO_UZI);
|
||||
pp->WpnUziType = 0; // Let it come up
|
||||
if (pp == Player+myconnectindex)
|
||||
PlayerSound(DIGI_DOUBLEUZI, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_follow, pp);
|
||||
PlayerSound(DIGI_DOUBLEUZI, v3df_dontpan|v3df_follow, pp);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -6023,7 +6023,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGetAmmo(SpriteNum);
|
||||
break;
|
||||
|
||||
|
@ -6042,7 +6042,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
ChoosePlayerGetSound(pp);
|
||||
KillGetWeapon(SpriteNum);
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_MICRO)))
|
||||
|
@ -6064,7 +6064,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGetAmmo(SpriteNum);
|
||||
break;
|
||||
|
||||
|
@ -6076,10 +6076,9 @@ KeyMain:
|
|||
pp->WpnRocketNuke = DamageData[DMG_NUCLEAR_EXP].weapon_pickup;
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
|
||||
PlayerSound(DIGI_ILIKENUKES, &pp->posx, &pp->posy, &pp->posz,
|
||||
v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(DIGI_ILIKENUKES, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
if (pp->CurWpn == pp->Wpn[WPN_MICRO])
|
||||
{
|
||||
if (pp->WpnRocketType != 2)
|
||||
|
@ -6110,11 +6109,10 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
//ChoosePlayerGetSound(pp);
|
||||
if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, &pp->posx, &pp->posy, &pp->posz,
|
||||
v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
KillGetWeapon(SpriteNum);
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_GRENADE)))
|
||||
break;
|
||||
|
@ -6135,7 +6133,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGetAmmo(SpriteNum);
|
||||
break;
|
||||
|
||||
|
@ -6143,7 +6141,7 @@ KeyMain:
|
|||
case ICON_ROCKET:
|
||||
pp->WpnAmmo[WPN_ROCKET] += 15;
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_ROCKET)))
|
||||
break;
|
||||
|
@ -6160,7 +6158,7 @@ KeyMain:
|
|||
PlayerUpdateAmmo(pp, WPN_ROCKET, 20);
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
break;
|
||||
#endif
|
||||
|
@ -6180,15 +6178,13 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
if (pp == Player+myconnectindex)
|
||||
{
|
||||
if (STD_RANDOM_RANGE(1000) > 700)
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, &pp->posx, &pp->posy, &pp->posz,
|
||||
v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
else
|
||||
PlayerSound(DIGI_GOTRAILGUN, &pp->posx, &pp->posy, &pp->posz,
|
||||
v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(DIGI_GOTRAILGUN, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
}
|
||||
//ChoosePlayerGetSound(pp);
|
||||
KillGetWeapon(SpriteNum);
|
||||
|
@ -6213,7 +6209,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGetAmmo(SpriteNum);
|
||||
break;
|
||||
|
||||
|
@ -6231,7 +6227,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
ChoosePlayerGetSound(pp);
|
||||
KillGetWeapon(SpriteNum);
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_SHOTGUN)))
|
||||
|
@ -6253,7 +6249,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGetAmmo(SpriteNum);
|
||||
break;
|
||||
|
||||
|
@ -6266,7 +6262,7 @@ KeyMain:
|
|||
pp->WpnShotgunAuto = 50;
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
if (pp->CurWpn == pp->Wpn[WPN_SHOTGUN])
|
||||
{
|
||||
|
@ -6297,11 +6293,10 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
//ChoosePlayerGetSound(pp);
|
||||
if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, &pp->posx, &pp->posy, &pp->posz,
|
||||
v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
KillGetWeapon(SpriteNum);
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_HOTHEAD)))
|
||||
break;
|
||||
|
@ -6324,7 +6319,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGetAmmo(SpriteNum);
|
||||
break;
|
||||
|
||||
|
@ -6343,11 +6338,10 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
//ChoosePlayerGetSound(pp);
|
||||
if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, &pp->posx, &pp->posy, &pp->posz,
|
||||
v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
|
||||
KillGetWeapon(SpriteNum);
|
||||
if (TEST(pp->WpnFlags, BIT(WPN_HEART)))
|
||||
break;
|
||||
|
@ -6372,7 +6366,7 @@ 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->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGetAmmo(SpriteNum);
|
||||
break;
|
||||
|
||||
|
@ -6398,7 +6392,7 @@ KeyMain:
|
|||
MNU_MeasureString(SpellName[sp->lotag], &w, &h);
|
||||
PutStringTimer(pp, TEXT_TEST_COL(w), TEXT_SPELL_INFO_LINE, SpellName[sp->lotag], TEXT_TEST_TIME);
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
break;
|
||||
}
|
||||
|
@ -6413,7 +6407,7 @@ KeyMain:
|
|||
pp->WpnRocketHeat = DamageData[DMG_NUCLEAR_EXP].ammo_pickup;
|
||||
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
|
||||
if (pp == Player+myconnectindex)
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
KillGet(SpriteNum);
|
||||
|
||||
if (pp->CurWpn == pp->Wpn[WPN_MICRO])
|
||||
|
@ -6436,7 +6430,7 @@ KeyMain:
|
|||
case ICON_FLAG:
|
||||
if (sp->pal == sprite[pp->PlayerSprite].pal) break; // Can't pick up your own flag!
|
||||
|
||||
PlaySound(DIGI_ITEM, &sp->x, &sp->y, &sp->z, v3df_dontpan);
|
||||
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
|
||||
|
||||
if (sp->hitag == TAG_NORESPAWN_FLAG)
|
||||
New = SpawnSprite(STAT_ITEM, ICON_FLAG, s_CarryFlagNoDet, sp->sectnum,
|
||||
|
@ -7207,7 +7201,7 @@ void MissileWarpType(SPRITEp sp, SPRITEp sp_warp)
|
|||
case 1:
|
||||
break;
|
||||
default:
|
||||
PlaySound(DIGI_ITEM_SPAWN, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
|
||||
//DoSpawnTeleporterEffectPlace(sp);
|
||||
DoSpawnItemTeleporterEffect(sp);
|
||||
break;
|
||||
|
@ -7221,7 +7215,7 @@ void ActorWarpType(SPRITEp sp, SPRITEp sp_warp)
|
|||
case 1:
|
||||
break;
|
||||
default:
|
||||
PlaySound(DIGI_ITEM_SPAWN, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
|
||||
DoSpawnTeleporterEffectPlace(sp);
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -726,7 +726,7 @@ int InitSumoCharge(short SpriteNum)
|
|||
USERp u = User[SpriteNum];
|
||||
|
||||
if (RANDOM_P2(1024) > 950)
|
||||
PlaySound(DIGI_SUMOALERT, &sp->x, &sp->y, &sp->z, v3df_follow);
|
||||
PlaySound(DIGI_SUMOALERT, sp, v3df_follow);
|
||||
|
||||
DoActorSetSpeed(SpriteNum, FAST_SPEED);
|
||||
|
||||
|
@ -754,7 +754,7 @@ int InitSumoFart(short SpriteNum)
|
|||
USERp u = User[SpriteNum];
|
||||
extern int InitSumoNapalm(short SpriteNum);
|
||||
|
||||
PlaySound(DIGI_SUMOFART, &sp->x, &sp->y, &sp->z, v3df_follow);
|
||||
PlaySound(DIGI_SUMOFART, sp, v3df_follow);
|
||||
|
||||
InitChemBomb(SpriteNum);
|
||||
|
||||
|
@ -770,7 +770,7 @@ int InitSumoStomp(short SpriteNum)
|
|||
USERp u = User[SpriteNum];
|
||||
extern int InitSumoStompAttack(short SpriteNum);
|
||||
|
||||
PlaySound(DIGI_SUMOSTOMP, &sp->x, &sp->y, &sp->z, v3df_none);
|
||||
PlaySound(DIGI_SUMOSTOMP, sp, v3df_none);
|
||||
SetSumoQuake(SpriteNum);
|
||||
InitSumoStompAttack(SpriteNum);
|
||||
|
||||
|
@ -795,7 +795,7 @@ int DoSumoDeathMelt(short SpriteNum)
|
|||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum];
|
||||
|
||||
PlaySound(DIGI_SUMOFART, &sp->x, &sp->y, &sp->z, v3df_follow);
|
||||
PlaySound(DIGI_SUMOFART, sp, v3df_follow);
|
||||
|
||||
u->ID = SUMO_RUN_R0;
|
||||
InitChemBomb(SpriteNum);
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -729,13 +729,13 @@ int DoZillaMove(short SpriteNum)
|
|||
{
|
||||
choose = STD_RANDOM_RANGE(1000);
|
||||
if (choose > 990)
|
||||
handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
handle = PlaySound(DIGI_Z16004, sp, v3df_none);
|
||||
else if (choose > 985)
|
||||
handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
handle = PlaySound(DIGI_Z16004, sp, v3df_none);
|
||||
else if (choose > 980)
|
||||
handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
handle = PlaySound(DIGI_Z16004, sp, v3df_none);
|
||||
else if (choose > 975)
|
||||
handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none);
|
||||
handle = PlaySound(DIGI_Z16004, sp, v3df_none);
|
||||
}
|
||||
|
||||
|
||||
|
@ -758,7 +758,7 @@ int DoZillaStomp(short SpriteNum)
|
|||
{
|
||||
SPRITEp sp = &sprite[SpriteNum];
|
||||
|
||||
PlaySound(DIGI_ZILLASTOMP,&sp->x,&sp->y,&sp->z,v3df_follow);
|
||||
PlaySound(DIGI_ZILLASTOMP, sp, v3df_follow);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue