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replaced all existing sound IDs with names in script code.
These can be resolved at compile time, unlike the IDs and also increase readibility.
This commit is contained in:
parent
f2e6b2e0fa
commit
7ff478be9f
2 changed files with 13 additions and 21 deletions
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@ -3,7 +3,6 @@ class BloodMissileBase : BloodActor
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meta double speed;
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meta double angleofs;
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meta VMFunction callback;
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meta int spawnsoundID;
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meta Sound spawnsound;
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meta double movementAdd;
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meta double randomVel;
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@ -16,7 +15,6 @@ class BloodMissileBase : BloodActor
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property angleofs: angleofs;
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property callback: callback;
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property spawnsound: spawnsound;
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property spawnsoundID: spawnsoundID;
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property movementAdd: movementAdd;
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property randomVel: randomVel;
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property seqID: seqID;
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@ -26,7 +24,6 @@ class BloodMissileBase : BloodActor
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default
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{
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seqID -1;
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spawnsoundID -1;
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}
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virtual void initMissile(BloodActor spawner)
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@ -63,12 +60,7 @@ class BloodMissileBase : BloodActor
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}
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if (self.spawnsound != 0)
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{
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// todo: currently only IDs supported.
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//self.play3DSound(self.spawnsound, 0, 0);
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}
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else if (self.spawnsoundID > -1)
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{
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self.play3DSoundID(self.spawnsoundID, 0, 0);
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self.play3DSound(self.spawnsound, 0, 0);
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}
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}
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@ -103,7 +95,7 @@ class BloodMissileFlareRegular : BloodMissileBase
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shade -128;
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clipdist 8.000000;
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callback fxFlareSpark;
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spawnsoundID 422;
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spawnsound "FLARAIR2";
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}
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}
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class BloodMissileTeslaAlt : BloodMissileBase
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@ -128,7 +120,7 @@ class BloodMissileFlareAlt : BloodMissileBase
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shade -128;
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clipdist 1.000000;
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callback fxFlareSpark;
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spawnsoundID 422;
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spawnsound "FLARAIR2";
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}
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override void initMissile(BloodActor spawner)
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@ -165,9 +157,9 @@ class BloodMissileFireball : BloodMissileBase
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scale 0.500000, 0.500000;
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shade -128;
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clipdist 8.000000;
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spawnsoundID 441;
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seqID 22;
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seqCallback FireballSeqCallback;
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spawnsound "SPRAYFIR";
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}
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}
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class BloodMissileTeslaRegular : BloodMissileBase
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@ -179,7 +171,7 @@ class BloodMissileTeslaRegular : BloodMissileBase
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scale 0.500000, 0.500000;
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shade -128;
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clipdist 4.000000;
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spawnsoundID 251;
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spawnsound "ARC2";
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}
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}
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class BloodMissileEctoSkull : BloodMissileBase
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@ -191,7 +183,7 @@ class BloodMissileEctoSkull : BloodMissileBase
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scale 0.500000, 0.500000;
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shade -24;
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clipdist 8.000000;
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spawnsoundID 493;
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spawnsound "SKULAIR4";
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}
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}
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class BloodMissileFlameHound : BloodMissileBase
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@ -236,7 +228,7 @@ class BloodMissileArcGargoyle : BloodMissileBase
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scale 0.500000, 0.500000;
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shade -128;
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clipdist 4.000000;
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spawnsoundID 252;
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spawnsound "ARC3";
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}
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}
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class BloodMissileFireballNapalm : BloodMissileBase
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@ -247,9 +239,9 @@ class BloodMissileFireballNapalm : BloodMissileBase
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scale 0.468750, 0.468750;
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shade -128;
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clipdist 6.000000;
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spawnsoundID 441;
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seqID 61;
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seqCallback NapalmSeqCallback;
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spawnsound "SPRAYFIR";
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}
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}
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class BloodMissileFireballCerberus : BloodMissileBase
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@ -292,7 +292,7 @@ class BloodThingArmedTNTStick : BloodThingBase
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{
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super.initThing();
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self.evPostActorCallback(0, fxDynPuff);
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self.play3DSoundID(450, 0, 0);
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self.play3DSound("TNTFUSE", 0, 0);
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}
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}
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@ -317,7 +317,7 @@ class BloodThingArmedTNTBundle : BloodThingBase
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override void initThing()
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{
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super.initThing();
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self.play3DSoundID(450, 0, 0);
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self.play3DSound("TNTFUSE", 0, 0);
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self.evPostActorCallback(0, fxDynPuff);
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}
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@ -409,12 +409,12 @@ class BloodThingDripWater : BloodThingBase
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if (nSurface == Blood.kSurfWater)
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{
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self.seqSpawnID(6);
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self.play3DSoundID(356, -1, 0);
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self.play3DSound("DRIP3", -1, 0);
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}
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else
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{
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self.seqSpawnID(7);
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self.play3DSoundID(354, -1, 0);
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self.play3DSound("DRIP1", -1, 0);
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}
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}
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}
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@ -435,7 +435,7 @@ class BloodThingDripBlood : BloodThingBase
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self.flags &= ~kPhysGravity;
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self.pos.Z -= 4;
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self.seqSpawnID(8);
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self.play3DSoundID(354, -1, 0);
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self.play3DSound("DRIP1", -1, 0);
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}
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}
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