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:
Christoph Oelckers 2023-10-12 17:41:41 +02:00
parent f2e6b2e0fa
commit 7ff478be9f
2 changed files with 13 additions and 21 deletions

View file

@ -3,7 +3,6 @@ class BloodMissileBase : BloodActor
meta double speed; meta double speed;
meta double angleofs; meta double angleofs;
meta VMFunction callback; meta VMFunction callback;
meta int spawnsoundID;
meta Sound spawnsound; meta Sound spawnsound;
meta double movementAdd; meta double movementAdd;
meta double randomVel; meta double randomVel;
@ -16,7 +15,6 @@ class BloodMissileBase : BloodActor
property angleofs: angleofs; property angleofs: angleofs;
property callback: callback; property callback: callback;
property spawnsound: spawnsound; property spawnsound: spawnsound;
property spawnsoundID: spawnsoundID;
property movementAdd: movementAdd; property movementAdd: movementAdd;
property randomVel: randomVel; property randomVel: randomVel;
property seqID: seqID; property seqID: seqID;
@ -26,7 +24,6 @@ class BloodMissileBase : BloodActor
default default
{ {
seqID -1; seqID -1;
spawnsoundID -1;
} }
virtual void initMissile(BloodActor spawner) virtual void initMissile(BloodActor spawner)
@ -63,12 +60,7 @@ class BloodMissileBase : BloodActor
} }
if (self.spawnsound != 0) if (self.spawnsound != 0)
{ {
// todo: currently only IDs supported. self.play3DSound(self.spawnsound, 0, 0);
//self.play3DSound(self.spawnsound, 0, 0);
}
else if (self.spawnsoundID > -1)
{
self.play3DSoundID(self.spawnsoundID, 0, 0);
} }
} }
@ -103,7 +95,7 @@ class BloodMissileFlareRegular : BloodMissileBase
shade -128; shade -128;
clipdist 8.000000; clipdist 8.000000;
callback fxFlareSpark; callback fxFlareSpark;
spawnsoundID 422; spawnsound "FLARAIR2";
} }
} }
class BloodMissileTeslaAlt : BloodMissileBase class BloodMissileTeslaAlt : BloodMissileBase
@ -128,7 +120,7 @@ class BloodMissileFlareAlt : BloodMissileBase
shade -128; shade -128;
clipdist 1.000000; clipdist 1.000000;
callback fxFlareSpark; callback fxFlareSpark;
spawnsoundID 422; spawnsound "FLARAIR2";
} }
override void initMissile(BloodActor spawner) override void initMissile(BloodActor spawner)
@ -165,9 +157,9 @@ class BloodMissileFireball : BloodMissileBase
scale 0.500000, 0.500000; scale 0.500000, 0.500000;
shade -128; shade -128;
clipdist 8.000000; clipdist 8.000000;
spawnsoundID 441;
seqID 22; seqID 22;
seqCallback FireballSeqCallback; seqCallback FireballSeqCallback;
spawnsound "SPRAYFIR";
} }
} }
class BloodMissileTeslaRegular : BloodMissileBase class BloodMissileTeslaRegular : BloodMissileBase
@ -179,7 +171,7 @@ class BloodMissileTeslaRegular : BloodMissileBase
scale 0.500000, 0.500000; scale 0.500000, 0.500000;
shade -128; shade -128;
clipdist 4.000000; clipdist 4.000000;
spawnsoundID 251; spawnsound "ARC2";
} }
} }
class BloodMissileEctoSkull : BloodMissileBase class BloodMissileEctoSkull : BloodMissileBase
@ -191,7 +183,7 @@ class BloodMissileEctoSkull : BloodMissileBase
scale 0.500000, 0.500000; scale 0.500000, 0.500000;
shade -24; shade -24;
clipdist 8.000000; clipdist 8.000000;
spawnsoundID 493; spawnsound "SKULAIR4";
} }
} }
class BloodMissileFlameHound : BloodMissileBase class BloodMissileFlameHound : BloodMissileBase
@ -236,7 +228,7 @@ class BloodMissileArcGargoyle : BloodMissileBase
scale 0.500000, 0.500000; scale 0.500000, 0.500000;
shade -128; shade -128;
clipdist 4.000000; clipdist 4.000000;
spawnsoundID 252; spawnsound "ARC3";
} }
} }
class BloodMissileFireballNapalm : BloodMissileBase class BloodMissileFireballNapalm : BloodMissileBase
@ -247,9 +239,9 @@ class BloodMissileFireballNapalm : BloodMissileBase
scale 0.468750, 0.468750; scale 0.468750, 0.468750;
shade -128; shade -128;
clipdist 6.000000; clipdist 6.000000;
spawnsoundID 441;
seqID 61; seqID 61;
seqCallback NapalmSeqCallback; seqCallback NapalmSeqCallback;
spawnsound "SPRAYFIR";
} }
} }
class BloodMissileFireballCerberus : BloodMissileBase class BloodMissileFireballCerberus : BloodMissileBase

View file

@ -292,7 +292,7 @@ class BloodThingArmedTNTStick : BloodThingBase
{ {
super.initThing(); super.initThing();
self.evPostActorCallback(0, fxDynPuff); self.evPostActorCallback(0, fxDynPuff);
self.play3DSoundID(450, 0, 0); self.play3DSound("TNTFUSE", 0, 0);
} }
} }
@ -317,7 +317,7 @@ class BloodThingArmedTNTBundle : BloodThingBase
override void initThing() override void initThing()
{ {
super.initThing(); super.initThing();
self.play3DSoundID(450, 0, 0); self.play3DSound("TNTFUSE", 0, 0);
self.evPostActorCallback(0, fxDynPuff); self.evPostActorCallback(0, fxDynPuff);
} }
@ -409,12 +409,12 @@ class BloodThingDripWater : BloodThingBase
if (nSurface == Blood.kSurfWater) if (nSurface == Blood.kSurfWater)
{ {
self.seqSpawnID(6); self.seqSpawnID(6);
self.play3DSoundID(356, -1, 0); self.play3DSound("DRIP3", -1, 0);
} }
else else
{ {
self.seqSpawnID(7); self.seqSpawnID(7);
self.play3DSoundID(354, -1, 0); self.play3DSound("DRIP1", -1, 0);
} }
} }
} }
@ -435,7 +435,7 @@ class BloodThingDripBlood : BloodThingBase
self.flags &= ~kPhysGravity; self.flags &= ~kPhysGravity;
self.pos.Z -= 4; self.pos.Z -= 4;
self.seqSpawnID(8); self.seqSpawnID(8);
self.play3DSoundID(354, -1, 0); self.play3DSound("DRIP1", -1, 0);
} }
} }