- removed Set3DSoundOwner entirely.

This commit is contained in:
Christoph Oelckers 2021-11-03 00:02:50 +01:00
parent 0df721f331
commit cb31127df5
8 changed files with 3 additions and 33 deletions

View file

@ -326,7 +326,6 @@ int SetupHornet(DSWActor* actor)
// Special looping buzz sound attached to each hornet spawned
PlaySound(DIGI_HORNETBUZZ, sp, v3df_follow|v3df_init);
Set3DSoundOwner(actor->GetSpriteIndex());
return 0;
}

View file

@ -854,7 +854,6 @@ int DoChemBomb(DSWActor* actor)
{
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
Set3DSoundOwner(actor->GetSpriteIndex());
}
u->xchange = u->ychange = 0;
u->WaitTics -= (MISSILEMOVETICS * 2);
@ -929,7 +928,6 @@ int DoChemBomb(DSWActor* actor)
{
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
Set3DSoundOwner(actor->GetSpriteIndex());
}
SpawnRadiationCloud(actor);
u->xchange = u->ychange = 0;
@ -977,7 +975,6 @@ int DoChemBomb(DSWActor* actor)
{
PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
Set3DSoundOwner(actor->GetSpriteIndex());
}
SpawnRadiationCloud(actor);
u->xchange = u->ychange = 0;

View file

@ -3192,7 +3192,6 @@ InitWeaponRail(PLAYERp pp)
PlaySound(DIGI_RAIL_UP, pp, v3df_follow);
PlaySound(DIGI_RAILREADY, pp, v3df_follow | v3df_dontpan, CHAN_ITEM); // this one needs to be on a dedicated channel to allow switching it off without too many checks.
Set3DSoundOwner(psp->PlayerP->PlayerSprite);
psp->PlayerP->KeyPressBits |= SB_FIRE;
}

View file

@ -259,7 +259,6 @@ int SpawnQuake(short sectnum, int x, int y, int z,
QUAKE_PosAmt(sp) = 0;
PlaySound(DIGI_ERUPTION, actorNew, v3df_follow|v3df_dontpan);
Set3DSoundOwner(actorNew->GetSpriteIndex());
return actorNew->GetSpriteIndex();
}
@ -307,8 +306,7 @@ SetNuclearQuake(int16_t Weapon)
return 0;
}
int
SetSumoQuake(DSWActor* actor)
int SetSumoQuake(DSWActor* actor)
{
SPRITEp sp = &actor->s();
@ -316,10 +314,9 @@ SetSumoQuake(DSWActor* actor)
return 0;
}
int
SetSumoFartQuake(DSWActor* actor)
int SetSumoFartQuake(DSWActor* actor)
{
SPRITEp sp = &sprite[SpriteNum];
SPRITEp sp = &actor->s();
SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 60, 4, 4000);
return 0;

View file

@ -1202,8 +1202,6 @@ void DoSoundSpotMatch(short match, short sound_num, short sound_type)
else
{
PlaySound(snd2play, actor, flags);
Set3DSoundOwner(actor->GetSpriteIndex());
}
}
}

View file

@ -759,17 +759,6 @@ void Terminate3DSounds(void)
}
//==========================================================================
//
// no longer needed, only left to avoid changing the game code
//
//==========================================================================
void Set3DSoundOwner(short spritenum)
{
}
//==========================================================================
//
// Play a sound using special sprite setup

View file

@ -75,7 +75,6 @@ void Terminate3DSounds(void);
class DSWActor;
void Set3DSoundOwner(short spritenum);
void PlaySpriteSound(DSWActor* actor, int attrib_ndx, Voc3D_Flags flags);
void DeleteNoSoundOwner(DSWActor* actor);
void DeleteNoFollowSoundOwner(short spritenum);

View file

@ -10788,7 +10788,6 @@ void SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
}
PlaySound(DIGI_FIRE1,np,v3df_dontpan|v3df_doppler);
Set3DSoundOwner(actorNew->GetSpriteIndex());
}
@ -10827,7 +10826,6 @@ int SpawnBreakFlames(DSWActor* actor)
DoBeginJump(actorNew);
PlaySound(DIGI_FIRE1,np,v3df_dontpan|v3df_doppler);
Set3DSoundOwner(New);
return New;
}
@ -10877,7 +10875,6 @@ SpawnBreakStaticFlames(int16_t SpriteNum)
//DoBeginJump(actorNew);
PlaySound(DIGI_FIRE1,np,v3df_dontpan|v3df_doppler);
Set3DSoundOwner(New);
return New;
}
@ -13039,7 +13036,6 @@ InitSpellNapalm(PLAYERp pp)
if (i==0) // Only attach sound to first projectile
{
PlaySound(DIGI_NAPWIZ, sp, v3df_follow);
Set3DSoundOwner(u->SpriteNum);
}
SetOwner(pp->Actor(), actor);
@ -13125,7 +13121,6 @@ InitEnemyNapalm(DSWActor* actor)
if (i==0) // Only attach sound to first projectile
{
PlaySound(DIGI_NAPWIZ, wp, v3df_follow);
Set3DSoundOwner(w);
}
if (u->ID == ZOMBIE_RUN_R0)
@ -13194,7 +13189,6 @@ InitSpellMirv(PLAYERp pp)
u = User[SpriteNum].Data();
PlaySound(DIGI_MIRVWIZ, sp, v3df_follow);
Set3DSoundOwner(SpriteNum);
SetOwner(short(pp->SpriteP - sprite), SpriteNum);
sp->shade = -40;
@ -13242,7 +13236,6 @@ InitEnemyMirv(DSWActor* actor)
wu = User[w].Data();
PlaySound(DIGI_MIRVWIZ, wp, v3df_follow);
Set3DSoundOwner(w);
SetOwner(SpriteNum, w);
wp->shade = -40;
@ -13695,7 +13688,6 @@ int InitSumoNapalm(DSWActor* actor)
if (i==0) // Only attach sound to first projectile
{
PlaySound(DIGI_NAPWIZ, wp, v3df_follow);
Set3DSoundOwner(wActor->GetSpriteIndex());
}
SetOwner(actor, wActor);