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https://github.com/ZDoom/Raze.git
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- spritesound
This commit is contained in:
parent
48f41a143f
commit
e8101ed970
14 changed files with 74 additions and 74 deletions
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@ -697,14 +697,14 @@ void attack(PLAYER& plr, int const i) {
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auto ang = plr.angle.ang.asbuild();
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if ((a < ang && ang - a < 128) || (a > ang && ((ang + a) & 2047) < 128)) {
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if (krand() % 100 > 80) {
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spritesound(S_SWORD1 + krand() % 3, &pspr);
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spritesound(S_SWORD1 + krand() % 3, plr.actor());
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return;
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}
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else {
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s = krand() % 50;
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plr.shieldpoints -= s;
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if (krand() % 100 > 50) {
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spritesound(S_SWORD1 + krand() % 3, &pspr);
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spritesound(S_SWORD1 + krand() % 3, plr.actor());
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return;
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}
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}
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@ -757,8 +757,8 @@ void attack(PLAYER& plr, int const i) {
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case KOBOLDTYPE:
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spritesound(S_GENSWING, actor);
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if ((krand() % 10) > 4) {
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spritesound(S_KOBOLDHIT, &pspr);
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spritesound(S_BREATH1 + (krand() % 6), &pspr);
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spritesound(S_KOBOLDHIT, plr.actor());
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spritesound(S_BREATH1 + (krand() % 6), plr.actor());
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}
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if (isWh2())
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k = (krand() % 5) + 5;
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@ -803,8 +803,8 @@ void attack(PLAYER& plr, int const i) {
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if (spr.picnum == NEWGUYMACE) { // damage 5 - 20
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spritesound(S_PLRWEAPON2, actor);
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if (krand() % 10 > 4) {
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spritesound(S_KOBOLDHIT, &pspr);
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spritesound(S_BREATH1 + (krand() % 6), &pspr);
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spritesound(S_KOBOLDHIT, plr.actor());
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spritesound(S_BREATH1 + (krand() % 6), plr.actor());
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}
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k = (krand() % 15) + 5;
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break;
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@ -837,8 +837,8 @@ void attack(PLAYER& plr, int const i) {
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else {
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spritesound(S_GENSWING, actor);
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if (krand() % 10 > 4) {
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spritesound(S_SOCK1 + (krand() % 4), &pspr);
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spritesound(S_BREATH1 + (krand() % 6), &pspr);
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spritesound(S_SOCK1 + (krand() % 4), plr.actor());
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spritesound(S_BREATH1 + (krand() % 6), plr.actor());
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}
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k = (krand() % 4) + 1;
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}
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@ -247,7 +247,6 @@ static void nukeddevil(PLAYER& plr, DWHActor* actor)
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static void castdevil(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -258,7 +257,7 @@ static void castdevil(PLAYER& plr, DWHActor* actor)
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if (spr.picnum == DEVILATTACK + 2) {
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spr.picnum = DEVIL;
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spritesound(S_FIREBALL, &sprite[i]);
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spritesound(S_FIREBALL, actor);
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castspell(plr, actor);
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SetNewStatus(actor, CHASE);
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}
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@ -379,13 +379,13 @@ static void castgron(PLAYER& plr, DWHActor* actor)
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if (spr.lotag < 0) {
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if (spr.picnum == GRONHALATTACK) {
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spr.extra--;
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spritesound(S_THROWPIKE, &sprite[i]);
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spritesound(S_THROWPIKE, actor);
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throwhalberd(i);
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SetNewStatus(actor, CHASE);
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}
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else if (spr.picnum == GRONMUATTACK) {
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spr.extra--;
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spritesound(S_SPELL2, &sprite[i]);
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spritesound(S_SPELL2, actor);
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castspell(plr, actor);
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SetNewStatus(actor, CHASE);
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}
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@ -347,14 +347,14 @@ static void castnewguy(PLAYER& plr, DWHActor* actor)
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if (spr.picnum == NEWGUYCAST + 2) {
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spr.extra--;
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spr.picnum = NEWGUY;
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spritesound(S_WISP, &sprite[i]);
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spritesound(S_WISP, actor);
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skullycastspell(plr, i);
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SetNewStatus(actor, CHASE);
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}
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if (spr.picnum == NEWGUYBOW + 2) {
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spr.extra--;
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spr.picnum = NEWGUY;
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spritesound(S_PLRWEAPON3, &sprite[i]);
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spritesound(S_PLRWEAPON3, actor);
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newguyarrow(i, plr);
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SetNewStatus(actor, CHASE);
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}
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@ -206,7 +206,7 @@ static void attackspider(PLAYER& plr, DWHActor* actor)
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spr.ang = (short)checksight_ang;
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attack(plr, i);
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if (krand() % 100 > ((plr.lvl * 7) + 20)) {
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spritesound(S_SPIDERBITE, &sprite[i]);
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spritesound(S_SPIDERBITE, actor);
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plr.poisoned = 1;
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plr.poisontime = 7200;
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showmessage("Poisoned", 360);
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@ -404,15 +404,15 @@ void processinput(int num) {
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if (!onground && plr.onsomething != 0) {
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if (plr.fallz > 32768) {
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if ((krand() % 2) != 0)
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spritesound(S_PLRPAIN1 + (krand() % 2), &sprite[plr.spritenum]);
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spritesound(S_PLRPAIN1 + (krand() % 2), plr.actor());
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else
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spritesound(S_PUSH1 + (krand() % 2), &sprite[plr.spritenum]);
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spritesound(S_PUSH1 + (krand() % 2), plr.actor());
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addhealth(plr, -(plr.fallz >> 13));
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plr.fallz = 0;// wango
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}
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else if (plr.fallz > 8192) {
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spritesound(S_BREATH1 + (krand() % 2), &sprite[plr.spritenum]);
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spritesound(S_BREATH1 + (krand() % 2), plr.actor());
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}
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}
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@ -527,7 +527,7 @@ void processinput(int num) {
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break;
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case SPIDER:
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// STOMP
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spritesound(S_DEADSTEP, &sprite[onsprite]);
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spritesound(S_DEADSTEP, &whActors[onsprite]);
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justplayed = 1;
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newstatus(onsprite, DIE);
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break;
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@ -543,7 +543,7 @@ void processinput(int num) {
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case 1952:
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case 1941:
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case 1940:
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spritesound(S_DEADSTEP, &sprite[plr.spritenum]);
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spritesound(S_DEADSTEP, plr.actor());
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justplayed = 1;
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break;
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@ -554,7 +554,7 @@ void processinput(int num) {
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if (sprite[onsprite].picnum == RAT)
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{
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spritesound(S_RATS1 + (krand() % 2), &sprite[onsprite]);
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spritesound(S_RATS1 + (krand() % 2), &whActors[onsprite]);
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justplayed = 1;
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deletesprite(onsprite);
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}
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@ -1054,7 +1054,7 @@ void InitItems()
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{
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if (plr.manatime < 1 && plr.invincibletime <= 0 && !plr.godMode) {
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spritesound(S_FIREBALL, &actor->s());
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spritesound(S_FIREBALL, actor);
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addhealth(plr, -1);
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startredflash(30);
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}
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@ -51,7 +51,7 @@ void castaorb(PLAYER& plr) {
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switch (plr.currentorb) {
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case 0: // SCARE
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if (isWh2())
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spritesound(S_GENERALMAGIC4, &sprite[plr.spritenum]);
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spritesound(S_GENERALMAGIC4, plr.actor());
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plr.shadowtime = ((plr.lvl + 1) * 120) << 2;
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break;
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case 1: // NIGHTVISION
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@ -59,16 +59,16 @@ void castaorb(PLAYER& plr) {
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break;
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case 2: // FREEZE
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if (isWh2())
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spritesound(S_GENERALMAGIC3, &sprite[plr.spritenum]);
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spritesound(S_GENERALMAGIC3, plr.actor());
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else
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spritesound(S_SPELL1, &sprite[plr.spritenum]);
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spritesound(S_SPELL1, plr.actor());
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daang = plr.angle.ang.asbuild();
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shootgun(plr, daang, 6);
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break;
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case 3: // MAGIC ARROW
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if (isWh2()) {
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lockon(plr,10,2);
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spritesound(S_GENERALMAGIC2, &sprite[plr.spritenum]);
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spritesound(S_GENERALMAGIC2, plr.actor());
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}
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else {
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daang = (float)BClampAngle(plr.angle.ang.asbuild() - 36);
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@ -76,42 +76,42 @@ void castaorb(PLAYER& plr) {
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daang = (float)BClampAngle(int(daang) + (k << 1));
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shootgun(plr, daang, 2);
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}
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spritesound(S_SPELL1, &sprite[plr.spritenum]);
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spritesound(S_SPELL1, plr.actor());
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}
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break;
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case 4: // OPEN DOORS
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daang = plr.angle.ang.asbuild();
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shootgun(plr, daang, 7);
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if (isWh2())
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spritesound(S_DOORSPELL, &sprite[plr.spritenum]);
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spritesound(S_DOORSPELL, plr.actor());
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else
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spritesound(S_SPELL1, &sprite[plr.spritenum]);
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spritesound(S_SPELL1, plr.actor());
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break;
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case 5: // FLY
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plr.orbactive[plr.currentorb] = 3600 + (plr.lvl * 120);
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if (isWh2())
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spritesound(S_GENERALMAGIC1, &sprite[plr.spritenum]);
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spritesound(S_GENERALMAGIC1, plr.actor());
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else
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spritesound(S_SPELL1, &sprite[plr.spritenum]);
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spritesound(S_SPELL1, plr.actor());
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break;
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case 6: // FIREBALL
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if (isWh2()) {
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lockon(plr,3,3);
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spritesound(S_FIRESPELL, &sprite[plr.spritenum]);
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spritesound(S_FIRESPELL, plr.actor());
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}
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else {
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daang = plr.angle.ang.asbuild();
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shootgun(plr, daang, 3);
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spritesound(S_SPELL1, &sprite[plr.spritenum]);
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spritesound(S_SPELL1, plr.actor());
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}
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break;
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case 7: // NUKE
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daang = plr.angle.ang.asbuild();
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shootgun(plr, daang, 4);
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if (isWh2())
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spritesound(S_NUKESPELL, &sprite[plr.spritenum]);
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spritesound(S_NUKESPELL, plr.actor());
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else
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spritesound(S_SPELL1, &sprite[plr.spritenum]);
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spritesound(S_SPELL1, plr.actor());
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break;
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}
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}
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@ -1289,7 +1289,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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if (hitspr.picnum == SKELETON
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|| hitspr.picnum == SKELETONATTACK
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|| hitspr.picnum == SKELETONDIE)
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spritesound(S_SKELHIT1 + (krand() % 2), &hitspr);
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spritesound(S_SKELHIT1 + (krand() % 2), hitActor);
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}
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// HERE
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@ -1495,7 +1495,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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if (hitspr.picnum == SKELETON
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|| hitspr.picnum == SKELETONATTACK
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|| hitspr.picnum == SKELETONDIE)
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spritesound(S_SKELHIT1 + (krand() % 2), &hitspr);
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spritesound(S_SKELHIT1 + (krand() % 2), hitActor);
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}
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// HERE
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switch (plr.currweapon) {
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@ -1615,7 +1615,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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if (hitspr.picnum == SKELETON
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|| hitspr.picnum == SKELETONATTACK
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|| hitspr.picnum == SKELETONDIE)
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spritesound(S_SKELHIT1 + (krand() % 2), &hitspr);
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spritesound(S_SKELHIT1 + (krand() % 2), hitActor);
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}
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newstatus(pHitInfo.hitsprite, DIE);
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}
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@ -1706,7 +1706,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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if (ntag.tagsector < 0) {
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j = insertsprite(pHitInfo.hitsect, (short) 0);
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auto& spawned = sprite[j];
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auto spawnedactor = &whActors[j];
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auto& spawned = spawnedactor->s();
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spawned.x = pHitInfo.hitx;
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spawned.y = pHitInfo.hity;
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spawned.z = pHitInfo.hitz + (8 << 8);
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@ -1724,7 +1725,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spawned.lotag = 32;
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spawned.hitag = 0;
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spawned.backuploc();
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spritesound(S_ARROWHIT, &spawned);
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spritesound(S_ARROWHIT, spawnedactor);
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if (isWh2() && plr.weapon[6] == 3 && plr.currweapon == 6) {
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auto spawnedactor = &whActors[j];
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@ -2347,7 +2348,7 @@ void swingdaweapon(PLAYER& plr) {
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// || plr.currweaponframe == PIKEATTACK2+4
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&& plr.weapon[7] == 2 && plr.ammo[7] > 0) {
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shootgun(plr, daang, 10);
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spritesound(S_THROWPIKE, &sprite[plr.spritenum]);
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spritesound(S_THROWPIKE, plr.actor());
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plr.hasshot = 1;
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return;
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}
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@ -2372,12 +2373,12 @@ void swingdaweapon(PLAYER& plr) {
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if (plr.currweaponframe == PIKEATTACK1 + 4 && plr.weapon[7] == 2 && plr.ammo[7] > 0) {
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shootgun(plr, daang, 10);
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spritesound(S_GENTHROW, &sprite[plr.spritenum]);
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spritesound(S_GENTHROW, plr.actor());
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plr.hasshot = 1;
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return;
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} else if (plr.currweaponframe == ZPIKEATTACK + 4 && plr.weapon[7] == 3 && plr.ammo[7] > 0) {
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lockon(plr, 3, 10);
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spritesound(S_GENTHROW, &sprite[plr.spritenum]);
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spritesound(S_GENTHROW, plr.actor());
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plr.hasshot = 1;
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return;
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}
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@ -2444,44 +2445,44 @@ void swingdacrunch(PLAYER& plr, int daweapon) {
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auto& pspr = sprite[player->spritenum];
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switch (daweapon) {
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case 0: // fist
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spritesound(S_SOCK1 + (krand() % 4), &pspr);
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spritesound(S_SOCK1 + (krand() % 4), plr.actor());
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break;
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case 1: // dagger
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if ((krand() % 2) != 0)
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spritesound(S_GORE1 + (krand() % 4), &pspr);
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spritesound(S_GORE1 + (krand() % 4), plr.actor());
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break;
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case 2: // short sword
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spritesound(S_SWORD2 + (krand() % 3), &pspr);
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spritesound(S_SWORD2 + (krand() % 3), plr.actor());
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break;
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case 3: // morningstar
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spritesound(S_SOCK1 + (krand() % 4), &pspr);
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spritesound(S_SOCK1 + (krand() % 4), plr.actor());
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break;
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case 4: // broad sword
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spritesound(S_SWORD1 + (krand() % 3), &pspr);
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spritesound(S_SWORD1 + (krand() % 3), plr.actor());
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break;
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case 5: // battle axe
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if ((krand() % 2) != 0)
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spritesound(S_SOCK1 + (krand() % 4), &pspr);
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spritesound(S_SOCK1 + (krand() % 4), plr.actor());
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else
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spritesound(S_SWORD1 + (krand() % 3), &pspr);
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spritesound(S_SWORD1 + (krand() % 3), plr.actor());
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break;
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case 6: // bow
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break;
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case 7: // pike
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if ((krand() % 2) != 0)
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spritesound(S_SOCK1 + (krand() % 4), &pspr);
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spritesound(S_SOCK1 + (krand() % 4), plr.actor());
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else
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spritesound(S_SWORD1 + (krand() % 3), &pspr);
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spritesound(S_SWORD1 + (krand() % 3), plr.actor());
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break;
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case 8: // two handed sword
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spritesound(S_SWORD1 + (krand() % 2), &pspr);
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spritesound(S_SWORD1 + (krand() % 2), plr.actor());
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break;
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case 9: // halberd
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if ((krand() % 2) != 0)
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spritesound(S_SOCK1 + (krand() % 4), &pspr);
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spritesound(S_SOCK1 + (krand() % 4), plr.actor());
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else
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spritesound(S_SWORD1 + (krand() % 3), &pspr);
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spritesound(S_SWORD1 + (krand() % 3), plr.actor());
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break;
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}
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}
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@ -471,9 +471,11 @@ inline int SND_Sound(int sn) {
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return playsound(sn, 0, 0);
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}
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/*
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inline int spritesound(int sn, spritetype *s, int loop = 0, int channel = CHAN_AUTO) {
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return playsound_internal(sn, s, 0, 0, loop, channel);
|
||||
}
|
||||
*/
|
||||
|
||||
inline int spritesound(int sn, DWHActor* s, int loop = 0, int channel = CHAN_AUTO) {
|
||||
return playsound_internal(sn, &s->s(), 0, 0, loop, channel);
|
||||
|
|
|
@ -442,7 +442,7 @@ void teleporter() {
|
|||
warpfxsprite(plr.spritenum);
|
||||
plr.angle.settarget(daang);
|
||||
plr.justwarpedfx = 48;
|
||||
spritesound(S_WARP, &sprite[plr.spritenum]);
|
||||
spritesound(S_WARP, plr.actor());
|
||||
setsprite(plr.spritenum, plr.x, plr.y, plr.z + (32 << 8));
|
||||
}
|
||||
}
|
||||
|
@ -464,7 +464,7 @@ void teleporter() {
|
|||
CompleteLevel(currentLevel);
|
||||
break;
|
||||
case 2: // ENDOFDEMO
|
||||
spritesound(S_THUNDER1, &sprite[plr.spritenum]);
|
||||
spritesound(S_THUNDER1, plr.actor());
|
||||
justteleported = true;
|
||||
CompleteLevel(nullptr);
|
||||
break;
|
||||
|
@ -611,7 +611,7 @@ void sectorsounds() {
|
|||
}
|
||||
} else {
|
||||
if (plr.z <= plr.Sector()->floorz - (8 << 8))
|
||||
spritesound(sec, &sprite[plr.spritenum]);
|
||||
spritesound(sec, plr.actor());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -823,7 +823,7 @@ void makeasplash(int picnum, PLAYER& plr) {
|
|||
if(!isWh2() && picnum == SLIMESPLASH)
|
||||
break;
|
||||
|
||||
spritesound(S_SPLASH1 + (krand() % 3), &spawned);
|
||||
spritesound(S_SPLASH1 + (krand() % 3), spawnedactor);
|
||||
break;
|
||||
case LAVASPLASH:
|
||||
break;
|
||||
|
@ -839,7 +839,8 @@ void makemonstersplash(int picnum, int i) {
|
|||
return;
|
||||
|
||||
int j = insertsprite(sprite[i].sectnum, MASPLASH);
|
||||
auto& spawned = sprite[j];
|
||||
auto spawnedactor = &whActors[j];
|
||||
auto& spawned = spawnedactor->s();
|
||||
spawned.x = sprite[i].x;
|
||||
spawned.y = sprite[i].y;
|
||||
spawned.z = sector[sprite[i].sectnum].floorz + (tileHeight(picnum) << 8);
|
||||
|
@ -873,14 +874,14 @@ void makemonstersplash(int picnum, int i) {
|
|||
if ((gotpic[WATER >> 3] & (1 << (WATER & 7))) > 0) {
|
||||
gotpic[WATER >> 3] &= ~(1 << (WATER & 7));
|
||||
if ((krand() % 2) != 0)
|
||||
spritesound(S_SPLASH1 + (krand() % 3), &spawned);
|
||||
spritesound(S_SPLASH1 + (krand() % 3), spawnedactor);
|
||||
}
|
||||
}
|
||||
if ((krand() % 2) != 0) {
|
||||
if ((gotpic[SLIME >> 3] & (1 << (SLIME & 7))) > 0) {
|
||||
gotpic[SLIME >> 3] &= ~(1 << (SLIME & 7));
|
||||
if ((krand() % 2) != 0)
|
||||
spritesound(S_SPLASH1 + (krand() % 3), &spawned);
|
||||
spritesound(S_SPLASH1 + (krand() % 3), spawnedactor);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -482,14 +482,14 @@ void newstatus(short sn, int seq) {
|
|||
case LIFTUP:
|
||||
if (soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, -1, CHAN_CART) == 0) {
|
||||
spritesound(S_CLUNK, actor);
|
||||
spritesound(S_CHAIN1, &spr, 5, CHAN_CART);
|
||||
spritesound(S_CHAIN1, actor, 5, CHAN_CART);
|
||||
}
|
||||
ChangeActorStat(actor, LIFTUP);
|
||||
break;
|
||||
case LIFTDN:
|
||||
if (soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, -1, CHAN_CART) == 0) {
|
||||
spritesound(S_CLUNK, actor);
|
||||
spritesound(S_CHAIN1, &spr, 5, CHAN_CART);
|
||||
spritesound(S_CHAIN1, actor, 5, CHAN_CART);
|
||||
}
|
||||
ChangeActorStat(actor, LIFTDN);
|
||||
break;
|
||||
|
@ -1589,7 +1589,7 @@ boolean damageactor(PLAYER& plr, DWHActor* hitactor, DWHActor* actor)
|
|||
if (spr.picnum == PLASMA)
|
||||
addhealth(plr, -((krand() & 15) + 15));
|
||||
else if (spr.picnum == FATSPANK) {
|
||||
spritesound(S_GORE1A + (krand() % 3), &sprite[plr.spritenum]);
|
||||
spritesound(S_GORE1A + (krand() % 3), plr.actor());
|
||||
addhealth(plr, -((krand() & 10) + 10));
|
||||
if ((krand() % 100) > 90) {
|
||||
plr.poisoned = 1;
|
||||
|
|
|
@ -45,7 +45,7 @@ void playerdead(PLAYER& plr) {
|
|||
|
||||
if (plr.spiked == 1) {
|
||||
plr.spiketics = spikeanimtics[0].daweapontics;
|
||||
spritesound(S_GORE1, &sprite[plr.spritenum]);
|
||||
spritesound(S_GORE1, plr.actor());
|
||||
SND_Sound(S_HEARTBEAT);
|
||||
}
|
||||
|
||||
|
@ -260,7 +260,7 @@ void plruse(PLAYER& plr) {
|
|||
showmessage("find door trigger", 360);
|
||||
}
|
||||
}
|
||||
spritesound(S_PUSH1 + (krand() % 2), &sprite[plr.spritenum]);
|
||||
spritesound(S_PUSH1 + (krand() % 2), plr.actor());
|
||||
}
|
||||
}
|
||||
if (nt.tagsprite >= 0) {
|
||||
|
@ -336,10 +336,10 @@ void chunksofmeat(PLAYER& plr, DWHActor* hitActor, int hitx, int hity, int hitz,
|
|||
|
||||
if (hitspr.picnum == SKELETON || hitspr.picnum == SKELETONATTACK
|
||||
|| hitspr.picnum == SKELETONDIE) {
|
||||
spritesound(S_SKELHIT1 + (krand() % 2), &hitspr);
|
||||
spritesound(S_SKELHIT1 + (krand() % 2), hitActor);
|
||||
} else {
|
||||
if (krand() % 100 > 60)
|
||||
spritesound(S_GORE1 + (krand() % 4), &hitspr);
|
||||
spritesound(S_GORE1 + (krand() % 4), hitActor);
|
||||
}
|
||||
|
||||
if (hitActor != nullptr) {
|
||||
|
|
|
@ -55,7 +55,7 @@ void operatesprite(PLAYER& plr, short s) {
|
|||
case STAINSCENE:
|
||||
switch (spr.lotag) {
|
||||
case 2:
|
||||
spritesound(S_GLASSBREAK1 + (rand() % 3), &sprite[s]);
|
||||
spritesound(S_GLASSBREAK1 + (rand() % 3), actor);
|
||||
for (int j = 0; j < 20; j++) {
|
||||
shards(s, 2);
|
||||
}
|
||||
|
@ -838,7 +838,6 @@ void operatesector(PLAYER& plr, int s) {
|
|||
}
|
||||
|
||||
if (datag == 4000) {
|
||||
// sector[s].lotag=0;
|
||||
WHSpriteIterator it;
|
||||
while (auto itActor = it.Next())
|
||||
{
|
||||
|
@ -846,14 +845,12 @@ void operatesector(PLAYER& plr, int s) {
|
|||
if (sector[s].hitag == spk.hitag && spk.extra < 1) {
|
||||
SetNewStatus(itActor, FLOCKSPAWN);
|
||||
if (soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, -1, CHAN_BAT) == 0) {
|
||||
spritesound(S_BATSLOOP, &spk, -1, CHAN_BAT);
|
||||
// sector[s].lotag = sector[s].hitag = 0;
|
||||
spritesound(S_BATSLOOP, itActor, -1, CHAN_BAT);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (datag == 4001) {
|
||||
// sector[s].lotag=0;
|
||||
WHSpriteIterator it;
|
||||
while (auto itActor = it.Next())
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue