- got rid of the PlaySound variant taking a sprite pointer.

This commit is contained in:
Christoph Oelckers 2021-11-06 10:09:53 +01:00
parent 580b7002fb
commit 8d95b9cb98
5 changed files with 22 additions and 25 deletions

View file

@ -1857,10 +1857,7 @@ short SoundAngle(int x, int y);
//void PlaySound(int num, short angle, short vol);
int _PlaySound(int num, SPRITEp sprite, PLAYERp player, vec3_t *pos, Voc3D_Flags flags, int channel, EChanFlags sndflags);
void InitAmbient(int num, DSWActor* actor);
inline void PlaySound(int num, SPRITEp sprite, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
_PlaySound(num, sprite, nullptr, nullptr, flags, channel, sndflags);
}
inline void PlaySound(int num, PLAYERp player, Voc3D_Flags flags, int channel = 8, EChanFlags sndflags = CHANF_NONE)
{
_PlaySound(num, nullptr, player, nullptr, flags, channel, sndflags);

View file

@ -325,7 +325,7 @@ int SetupHornet(DSWActor* actor)
sp->yrepeat = 32;
// Special looping buzz sound attached to each hornet spawned
PlaySound(DIGI_HORNETBUZZ, sp, v3df_follow|v3df_init);
PlaySound(DIGI_HORNETBUZZ, actor, v3df_follow|v3df_init);
return 0;
}

View file

@ -729,7 +729,7 @@ short DoSpawnActorTrigger(short match)
if (ActorSpawn(actor))
{
DoSpawnTeleporterEffectPlace(actor);
PlaySound(DIGI_PLAYER_TELEPORT, sp, v3df_none);
PlaySound(DIGI_PLAYER_TELEPORT, actor, v3df_none);
spawn_count++;
}
}

View file

@ -768,7 +768,7 @@ void Terminate3DSounds(void)
void PlaySpriteSound(DSWActor* actor, int attrib_ndx, Voc3D_Flags flags)
{
if (actor->hasU())
PlaySound(actor->u()->Attrib->Sounds[attrib_ndx], &actor->s(), flags);
PlaySound(actor->u()->Attrib->Sounds[attrib_ndx], actor, flags);
}
//==========================================================================

View file

@ -5155,7 +5155,7 @@ int ActorHealth(DSWActor* actor, short amt)
SET(u->Flags2, SPR2_DYING); // Only let it check this once!
u->WaitTics = SEC(1) + SEC(RandomRange(2));
u->Health = 60;
PlaySound(DIGI_NINJACHOKE, sp, v3df_follow);
PlaySound(DIGI_NINJACHOKE, actor, v3df_follow);
InitPlasmaFountain(nullptr, actor);
InitBloodSpray(actor,false,105);
sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y) + 1024);
@ -5786,7 +5786,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
break;
case HORNET_RUN_R0:
PlaySound(DIGI_HORNETSTING, sp, v3df_follow|v3df_dontpan);
PlaySound(DIGI_HORNETSTING, actor, v3df_follow|v3df_dontpan);
damage = GetDamage(actor, weapActor, DMG_HORNET_STING);
if (u->sop_parent)
{
@ -11045,7 +11045,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor)
SPRITEp exp;
USERp eu;
PlaySound(DIGI_30MMEXPLODE, sp, v3df_none);
PlaySound(DIGI_30MMEXPLODE, actor, v3df_none);
auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
@ -11380,7 +11380,7 @@ int DoNapalm(DSWActor* actor)
{
USERp eu;
PlaySound(DIGI_NAPPUFF, sp, v3df_none);
PlaySound(DIGI_NAPPUFF, actor, v3df_none);
auto expActor = SpawnActor(STAT_MISSILE, NAP_EXP, s_NapExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
@ -12342,7 +12342,7 @@ int InitEnemyNapalm(DSWActor* actor)
wp->hitag = LUMINOUS; //Always full brightness
if (i==0) // Only attach sound to first projectile
{
PlaySound(DIGI_NAPWIZ, wp, v3df_follow);
PlaySound(DIGI_NAPWIZ, actorNew, v3df_follow);
}
if (u->ID == ZOMBIE_RUN_R0)
@ -12603,7 +12603,7 @@ int InitSwordAttack(PLAYERp pp)
}
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_SWORDCLANK, &hitinfo.pos, v3df_none);
PlaySound(DIGI_TRASHLID, sp, v3df_none);
PlaySound(DIGI_TRASHLID, hitActor, v3df_none);
break;
case PACHINKO1:
case PACHINKO2:
@ -12793,7 +12793,7 @@ int InitFistAttack(PLAYERp pp)
}
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none);
PlaySound(DIGI_TRASHLID, sp, v3df_none);
PlaySound(DIGI_TRASHLID, hitActor, v3df_none);
break;
case PACHINKO1:
case PACHINKO2:
@ -13740,7 +13740,7 @@ int InitShotgun(PLAYERp pp)
{
extern STATE s_TrashCanPain[];
PlaySound(DIGI_TRASHLID, hsp, v3df_none);
PlaySound(DIGI_TRASHLID, hitActor, v3df_none);
if (hu->WaitTics <= 0)
{
hu->WaitTics = SEC(2);
@ -14604,7 +14604,7 @@ int InitRipperSlash(DSWActor* actor)
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_RIPPER2ATTACK, sp, v3df_none);
PlaySound(DIGI_RIPPER2ATTACK, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
@ -14641,7 +14641,7 @@ int InitBunnySlash(DSWActor* actor)
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_BUNNYATTACK, sp, v3df_none);
PlaySound(DIGI_BUNNYATTACK, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
@ -14830,7 +14830,7 @@ int InitCoolgBash(DSWActor* actor)
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_CGTHIGHBONE, sp, v3df_none);
PlaySound(DIGI_CGTHIGHBONE, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
@ -14867,7 +14867,7 @@ int InitSkelSlash(DSWActor* actor)
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_SPBLADE, sp, v3df_none);
PlaySound(DIGI_SPBLADE, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
@ -14900,7 +14900,7 @@ int InitGoroChop(DSWActor* actor)
unsigned stat;
int dist, a, b, c;
PlaySound(DIGI_GRDSWINGAXE, sp, v3df_none);
PlaySound(DIGI_GRDSWINGAXE, actor, v3df_none);
for (stat = 0; stat < SIZ(StatDamageList); stat++)
{
@ -15532,7 +15532,7 @@ int InitCoolgFire(DSWActor* actor)
// Spawn a shot
// Inserting and setting up variables
PlaySound(DIGI_CGMAGIC, sp, v3df_follow);
PlaySound(DIGI_CGMAGIC, actor, v3df_follow);
auto actorNew = SpawnActor(STAT_MISSILE, COOLG_FIRE, s_CoolgFire, sp->sectnum,
nx, ny, nz, u->targetActor->s().ang, COOLG_FIRE_VELOCITY);
@ -15591,7 +15591,7 @@ int DoCoolgDrip(DSWActor* actor)
sp->yrepeat = sp->xrepeat = 32;
ChangeState(actor, s_GoreFloorSplash);
if (u->spal == PALETTE_BLUE_LIGHTING)
PlaySound(DIGI_DRIP, sp, v3df_none);
PlaySound(DIGI_DRIP, actor, v3df_none);
}
return 0;
}
@ -16985,7 +16985,7 @@ DSWActor* SpawnBoatSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x,
HitscanSpriteAdjust(actorNew, hit_wall);
if (RANDOM_P2(1024) < 100)
PlaySound(DIGI_RICHOCHET1,wp, v3df_none);
PlaySound(DIGI_RICHOCHET1, actorNew, v3df_none);
return actorNew;
}
@ -19354,10 +19354,10 @@ int DoShrapVelocity(DSWActor* actor)
switch (u->ID)
{
case UZI_SHELL:
PlaySound(DIGI_SHELL, sp, v3df_none);
PlaySound(DIGI_SHELL, actor, v3df_none);
break;
case SHOT_SHELL:
PlaySound(DIGI_SHOTSHELLSPENT, sp, v3df_none);
PlaySound(DIGI_SHOTSHELLSPENT, actor, v3df_none);
break;
}
}