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authorSamuel Villareal2010-08-31 01:37:11 +0000
committerSamuel Villareal2010-08-31 01:37:11 +0000
commitb6ea4375e0b5db116a1cdf27e30273d4a92b7a53 (patch)
treee531ff8da0b7e4149d99b585d69469dfb4793e59 /src/strife/p_enemy.c
parent1ae6058ab5c492f6f8e7fd606c9ad452f0b861ae (diff)
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+ Strife music/sound implemented
+ All doom sound references replaced with sfx_swish as placeholder + Removed all but MT_PLAYER mobjinfo in mobjinfo struct Subversion-branch: /branches/strife-branch Subversion-revision: 1980
Diffstat (limited to 'src/strife/p_enemy.c')
-rw-r--r--src/strife/p_enemy.c73
1 files changed, 34 insertions, 39 deletions
diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c
index 8c7d60c6..cea20b23 100644
--- a/src/strife/p_enemy.c
+++ b/src/strife/p_enemy.c
@@ -635,15 +635,15 @@ void A_Look (mobj_t* actor)
switch (actor->info->seesound)
{
- case sfx_posit1:
- case sfx_posit2:
- case sfx_posit3:
- sound = sfx_posit1+P_Random()%3;
+ case sfx_pespna: // villsa [STRIFE] TODO - fix sounds
+ case sfx_pespnb: // villsa [STRIFE] TODO - fix sounds
+ case sfx_pespnc: // villsa [STRIFE] TODO - fix sounds
+ sound = sfx_pespna+P_Random()%3; // villsa [STRIFE] TODO - fix sounds
break;
- case sfx_bgsit1:
- case sfx_bgsit2:
- sound = sfx_bgsit1+P_Random()%2;
+ case sfx_agrac1: // villsa [STRIFE] TODO - fix sounds
+ case sfx_agrac2: // villsa [STRIFE] TODO - fix sounds
+ sound = sfx_agrac1+P_Random()%2; // villsa [STRIFE] TODO - fix sounds
break;
default:
@@ -813,7 +813,7 @@ void A_PosAttack (mobj_t* actor)
angle = actor->angle;
slope = P_AimLineAttack (actor, angle, MISSILERANGE);
- S_StartSound (actor, sfx_pistol);
+ S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds
angle += (P_Random()-P_Random())<<20;
damage = ((P_Random()%5)+1)*3;
P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
@@ -830,7 +830,7 @@ void A_SPosAttack (mobj_t* actor)
if (!actor->target)
return;
- S_StartSound (actor, sfx_shotgn);
+ S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds
A_FaceTarget (actor);
bangle = actor->angle;
slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
@@ -853,7 +853,7 @@ void A_CPosAttack (mobj_t* actor)
if (!actor->target)
return;
- S_StartSound (actor, sfx_shotgn);
+ S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds
A_FaceTarget (actor);
bangle = actor->angle;
slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
@@ -921,7 +921,7 @@ void A_TroopAttack (mobj_t* actor)
A_FaceTarget (actor);
if (P_CheckMeleeRange (actor))
{
- S_StartSound (actor, sfx_claw);
+ S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds
damage = (P_Random()%8+1)*3;
P_DamageMobj (actor->target, actor, actor, damage);
return;
@@ -986,7 +986,7 @@ void A_BruisAttack (mobj_t* actor)
if (P_CheckMeleeRange (actor))
{
- S_StartSound (actor, sfx_claw);
+ S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds
damage = (P_Random()%8+1)*10;
P_DamageMobj (actor->target, actor, actor, damage);
return;
@@ -1096,7 +1096,7 @@ void A_SkelWhoosh (mobj_t* actor)
if (!actor->target)
return;
A_FaceTarget (actor);
- S_StartSound (actor,sfx_skeswg);
+ S_StartSound (actor,sfx_swish); // villsa [STRIFE] TODO - fix sounds
}
void A_SkelFist (mobj_t* actor)
@@ -1111,7 +1111,7 @@ void A_SkelFist (mobj_t* actor)
if (P_CheckMeleeRange (actor))
{
damage = ((P_Random()%10)+1)*6;
- S_StartSound (actor, sfx_skepch);
+ S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds
P_DamageMobj (actor->target, actor, actor, damage);
}
}
@@ -1233,7 +1233,7 @@ void A_VileChase (mobj_t* actor)
//
void A_VileStart (mobj_t* actor)
{
- S_StartSound (actor, sfx_vilatk);
+ S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds
}
@@ -1245,13 +1245,13 @@ void A_Fire (mobj_t* actor);
void A_StartFire (mobj_t* actor)
{
- S_StartSound(actor,sfx_flamst);
+ S_StartSound(actor,sfx_swish); // villsa [STRIFE] TODO - fix sounds
A_Fire(actor);
}
void A_FireCrackle (mobj_t* actor)
{
- S_StartSound(actor,sfx_flame);
+ S_StartSound(actor,sfx_swish); // villsa [STRIFE] TODO - fix sounds
A_Fire(actor);
}
@@ -1355,7 +1355,7 @@ void A_VileAttack (mobj_t* actor)
void A_FatRaise (mobj_t *actor)
{
A_FaceTarget (actor);
- S_StartSound (actor, sfx_manatk);
+ S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds
}
@@ -1553,15 +1553,10 @@ void A_Scream (mobj_t* actor)
case 0:
return;
- case sfx_podth1:
- case sfx_podth2:
- case sfx_podth3:
- sound = sfx_podth1 + P_Random ()%3;
- break;
-
- case sfx_bgdth1:
- case sfx_bgdth2:
- sound = sfx_bgdth1 + P_Random ()%2;
+ case sfx_agrac1: // villsa [STRIFE] TODO - fix sounds
+ case sfx_agrac2: // villsa [STRIFE] TODO - fix sounds
+ case sfx_agrac3: // villsa [STRIFE] TODO - fix sounds
+ sound = sfx_agrac1 + P_Random ()%3; // villsa [STRIFE] TODO - fix sounds
break;
default:
@@ -1772,19 +1767,19 @@ void A_BossDeath (mobj_t* mo)
void A_Hoof (mobj_t* mo)
{
- S_StartSound (mo, sfx_hoof);
+ S_StartSound (mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
A_Chase (mo);
}
void A_Metal (mobj_t* mo)
{
- S_StartSound (mo, sfx_metal);
+ S_StartSound (mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
A_Chase (mo);
}
void A_BabyMetal (mobj_t* mo)
{
- S_StartSound (mo, sfx_bspwlk);
+ S_StartSound (mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
A_Chase (mo);
}
@@ -1793,7 +1788,7 @@ A_OpenShotgun2
( player_t* player,
pspdef_t* psp )
{
- S_StartSound (player->mo, sfx_dbopn);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
}
void
@@ -1801,7 +1796,7 @@ A_LoadShotgun2
( player_t* player,
pspdef_t* psp )
{
- S_StartSound (player->mo, sfx_dbload);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
}
void
@@ -1814,7 +1809,7 @@ A_CloseShotgun2
( player_t* player,
pspdef_t* psp )
{
- S_StartSound (player->mo, sfx_dbcls);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
A_ReFire(player,psp);
}
@@ -1850,13 +1845,13 @@ void A_BrainAwake (mobj_t* mo)
}
}
- S_StartSound (NULL,sfx_bossit);
+ S_StartSound (NULL,sfx_swish); // villsa [STRIFE] TODO - fix sounds
}
void A_BrainPain (mobj_t* mo)
{
- S_StartSound (NULL,sfx_bospn);
+ S_StartSound (NULL,sfx_swish); // villsa [STRIFE] TODO - fix sounds
}
@@ -1881,7 +1876,7 @@ void A_BrainScream (mobj_t* mo)
th->tics = 1;
}
- S_StartSound (NULL,sfx_bosdth);
+ S_StartSound (NULL,sfx_swish); // villsa [STRIFE] TODO - fix sounds
}
@@ -1933,7 +1928,7 @@ void A_BrainSpit (mobj_t* mo)
newmobj->reactiontime =
((targ->y - mo->y)/newmobj->momy) / newmobj->state->tics;
- S_StartSound(NULL, sfx_bospit);
+ S_StartSound(NULL, sfx_swish); // villsa [STRIFE] TODO - fix sounds
}
@@ -1943,7 +1938,7 @@ void A_SpawnFly (mobj_t* mo);
// travelling cube sound
void A_SpawnSound (mobj_t* mo)
{
- S_StartSound (mo,sfx_boscub);
+ S_StartSound (mo,sfx_swish); // villsa [STRIFE] TODO - fix sounds
A_SpawnFly(mo);
}
@@ -2015,7 +2010,7 @@ void A_PlayerScream (mobj_t* mo)
{
// IF THE PLAYER DIES
// LESS THAN -50% WITHOUT GIBBING
- sound = sfx_pdiehi;
+ sound = sfx_swish; // villsa [STRIFE] TODO - fix sounds
}
S_StartSound (mo, sound);