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- fix sound and music pausing with tweaks to updatePauseStatus()
. Also removed unneeded game-side function. Fixes #11.
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commit
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5 changed files with 13 additions and 35 deletions
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@ -1102,33 +1102,26 @@ bool CheckCheatmode(bool printmsg)
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void updatePauseStatus()
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{
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bool GUICapture = System_WantGuiCapture();
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if (M_Active() || ConsoleState != c_up)
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if (M_Active() || System_WantGuiCapture())
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{
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paused = 1;
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return;
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}
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else if (!pausedWithKey)
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else if (!M_Active() || !System_WantGuiCapture())
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{
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paused = 0;
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}
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if (inputState.GetKeyStatus(sc_Pause))
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{
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inputState.ClearKeyStatus(sc_Pause);
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paused = pausedWithKey ? 0 : 2;
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if (paused)
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if (!pausedWithKey)
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{
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S_PauseSound(!paused, !paused);
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}
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else
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{
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S_ResumeSound(!!paused);
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paused = 0;
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}
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pausedWithKey = !!paused;
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if (inputState.GetKeyStatus(sc_Pause))
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{
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inputState.ClearKeyStatus(sc_Pause);
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paused = pausedWithKey ? 0 : 2;
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pausedWithKey = !!paused;
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}
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}
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paused ? S_PauseSound(!pausedWithKey, !paused) : S_ResumeSound(paused);
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}
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bool OkForLocalization(FTextureID texnum, const char* substitute)
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@ -215,7 +215,6 @@ void GameInterface::DrawNativeMenuText(int fontnum, int state, double oxpos, dou
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void GameInterface::MenuOpened()
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{
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S_PauseSounds(true);
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if (ud.multimode < 2)
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{
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ready2send = 0;
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@ -263,8 +262,6 @@ void GameInterface::MenuClosed()
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cameraclock = (int32_t)totalclock;
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cameradist = 65536;
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}
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S_PauseSounds(false);
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}
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}
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@ -959,7 +959,7 @@ int enterlevel(MapRecord *mi, int gamemode)
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OnEvent(EVENT_ENTERLEVEL);
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// Stop all sounds
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S_PauseSounds(false);
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S_ResumeSound(false);
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FX_StopAllSounds();
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FX_SetReverb(0);
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@ -95,17 +95,6 @@ TArray<uint8_t> DukeSoundEngine::ReadSound(int lumpnum)
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//
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//==========================================================================
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void S_PauseSounds(bool paused)
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{
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soundEngine->SetPaused(paused);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void S_CacheAllSounds(void)
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{
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auto& sfx = soundEngine->GetSounds();
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@ -52,7 +52,6 @@ inline int S_CheckSoundPlaying(int sprnum, int soundNum) { return S_CheckSoundPl
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int S_CheckActorSoundPlaying(int spriteNum, int soundNum, int channel = 0);
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int S_CheckAnyActorSoundPlaying(int spriteNum);
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void S_PauseSounds(bool paused);
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void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset);
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int S_GetUserFlags(int sndnum);
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