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https://github.com/ZDoom/Raze.git
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- removed Set3DSoundOwner entirely.
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parent
0df721f331
commit
cb31127df5
8 changed files with 3 additions and 33 deletions
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@ -326,7 +326,6 @@ int SetupHornet(DSWActor* actor)
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// Special looping buzz sound attached to each hornet spawned
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PlaySound(DIGI_HORNETBUZZ, sp, v3df_follow|v3df_init);
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Set3DSoundOwner(actor->GetSpriteIndex());
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return 0;
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}
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@ -854,7 +854,6 @@ int DoChemBomb(DSWActor* actor)
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{
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PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
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PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
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Set3DSoundOwner(actor->GetSpriteIndex());
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}
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u->xchange = u->ychange = 0;
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u->WaitTics -= (MISSILEMOVETICS * 2);
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@ -929,7 +928,6 @@ int DoChemBomb(DSWActor* actor)
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{
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PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
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PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
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Set3DSoundOwner(actor->GetSpriteIndex());
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}
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SpawnRadiationCloud(actor);
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u->xchange = u->ychange = 0;
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@ -977,7 +975,6 @@ int DoChemBomb(DSWActor* actor)
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{
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PlaySound(DIGI_GASPOP, actor, v3df_dontpan | v3df_doppler);
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PlaySound(DIGI_CHEMGAS, actor, v3df_dontpan | v3df_doppler);
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Set3DSoundOwner(actor->GetSpriteIndex());
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}
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SpawnRadiationCloud(actor);
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u->xchange = u->ychange = 0;
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@ -3192,7 +3192,6 @@ InitWeaponRail(PLAYERp pp)
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PlaySound(DIGI_RAIL_UP, pp, v3df_follow);
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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.
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Set3DSoundOwner(psp->PlayerP->PlayerSprite);
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psp->PlayerP->KeyPressBits |= SB_FIRE;
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}
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@ -259,7 +259,6 @@ int SpawnQuake(short sectnum, int x, int y, int z,
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QUAKE_PosAmt(sp) = 0;
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PlaySound(DIGI_ERUPTION, actorNew, v3df_follow|v3df_dontpan);
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Set3DSoundOwner(actorNew->GetSpriteIndex());
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return actorNew->GetSpriteIndex();
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}
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@ -307,8 +306,7 @@ SetNuclearQuake(int16_t Weapon)
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return 0;
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}
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int
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SetSumoQuake(DSWActor* actor)
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int SetSumoQuake(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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@ -316,10 +314,9 @@ SetSumoQuake(DSWActor* actor)
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return 0;
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}
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int
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SetSumoFartQuake(DSWActor* actor)
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int SetSumoFartQuake(DSWActor* actor)
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{
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SPRITEp sp = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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SpawnQuake(sp->sectnum, sp->x, sp->y, sp->z, 60, 4, 4000);
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return 0;
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@ -1202,8 +1202,6 @@ void DoSoundSpotMatch(short match, short sound_num, short sound_type)
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else
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{
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PlaySound(snd2play, actor, flags);
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Set3DSoundOwner(actor->GetSpriteIndex());
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}
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}
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}
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@ -759,17 +759,6 @@ void Terminate3DSounds(void)
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}
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//==========================================================================
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//
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// no longer needed, only left to avoid changing the game code
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//
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//==========================================================================
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void Set3DSoundOwner(short spritenum)
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{
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}
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//==========================================================================
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//
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// Play a sound using special sprite setup
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@ -75,7 +75,6 @@ void Terminate3DSounds(void);
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class DSWActor;
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void Set3DSoundOwner(short spritenum);
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void PlaySpriteSound(DSWActor* actor, int attrib_ndx, Voc3D_Flags flags);
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void DeleteNoSoundOwner(DSWActor* actor);
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void DeleteNoFollowSoundOwner(short spritenum);
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@ -10788,7 +10788,6 @@ void SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
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}
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PlaySound(DIGI_FIRE1,np,v3df_dontpan|v3df_doppler);
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Set3DSoundOwner(actorNew->GetSpriteIndex());
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}
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@ -10827,7 +10826,6 @@ int SpawnBreakFlames(DSWActor* actor)
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DoBeginJump(actorNew);
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PlaySound(DIGI_FIRE1,np,v3df_dontpan|v3df_doppler);
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Set3DSoundOwner(New);
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return New;
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}
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@ -10877,7 +10875,6 @@ SpawnBreakStaticFlames(int16_t SpriteNum)
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//DoBeginJump(actorNew);
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PlaySound(DIGI_FIRE1,np,v3df_dontpan|v3df_doppler);
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Set3DSoundOwner(New);
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return New;
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}
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@ -13039,7 +13036,6 @@ InitSpellNapalm(PLAYERp pp)
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if (i==0) // Only attach sound to first projectile
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{
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PlaySound(DIGI_NAPWIZ, sp, v3df_follow);
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Set3DSoundOwner(u->SpriteNum);
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}
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SetOwner(pp->Actor(), actor);
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@ -13125,7 +13121,6 @@ InitEnemyNapalm(DSWActor* actor)
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if (i==0) // Only attach sound to first projectile
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{
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PlaySound(DIGI_NAPWIZ, wp, v3df_follow);
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Set3DSoundOwner(w);
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}
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if (u->ID == ZOMBIE_RUN_R0)
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@ -13194,7 +13189,6 @@ InitSpellMirv(PLAYERp pp)
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u = User[SpriteNum].Data();
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PlaySound(DIGI_MIRVWIZ, sp, v3df_follow);
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Set3DSoundOwner(SpriteNum);
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SetOwner(short(pp->SpriteP - sprite), SpriteNum);
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sp->shade = -40;
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@ -13242,7 +13236,6 @@ InitEnemyMirv(DSWActor* actor)
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wu = User[w].Data();
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PlaySound(DIGI_MIRVWIZ, wp, v3df_follow);
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Set3DSoundOwner(w);
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SetOwner(SpriteNum, w);
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wp->shade = -40;
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@ -13695,7 +13688,6 @@ int InitSumoNapalm(DSWActor* actor)
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if (i==0) // Only attach sound to first projectile
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{
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PlaySound(DIGI_NAPWIZ, wp, v3df_follow);
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Set3DSoundOwner(wActor->GetSpriteIndex());
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}
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SetOwner(actor, wActor);
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