diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index cd3e11a54..e25cfc2f2 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -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; } diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 4d581fe15..05d195ddd 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -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; diff --git a/source/games/sw/src/panel.cpp b/source/games/sw/src/panel.cpp index d29cedb05..79305477d 100644 --- a/source/games/sw/src/panel.cpp +++ b/source/games/sw/src/panel.cpp @@ -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; } diff --git a/source/games/sw/src/quake.cpp b/source/games/sw/src/quake.cpp index 90e187066..72bd3dfe7 100644 --- a/source/games/sw/src/quake.cpp +++ b/source/games/sw/src/quake.cpp @@ -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; diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index f21ee7dd7..ecca0432a 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -1202,8 +1202,6 @@ void DoSoundSpotMatch(short match, short sound_num, short sound_type) else { PlaySound(snd2play, actor, flags); - - Set3DSoundOwner(actor->GetSpriteIndex()); } } } diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index 322a78959..c0de53379 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -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 diff --git a/source/games/sw/src/sounds.h b/source/games/sw/src/sounds.h index 8dad60f89..553f93096 100644 --- a/source/games/sw/src/sounds.h +++ b/source/games/sw/src/sounds.h @@ -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); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index eb93c22a5..3936eec22 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -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);