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

View file

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