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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_pspr.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_pspr.c')
-rw-r--r--src/strife/p_pspr.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/strife/p_pspr.c b/src/strife/p_pspr.c
index fe32c53f..4b269086 100644
--- a/src/strife/p_pspr.c
+++ b/src/strife/p_pspr.c
@@ -142,7 +142,7 @@ void P_BringUpWeapon (player_t* player)
player->pendingweapon = player->readyweapon;
if (player->pendingweapon == wp_chainsaw)
- S_StartSound (player->mo, sfx_sawup);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
newstate = weaponinfo[player->pendingweapon].upstate;
@@ -295,7 +295,7 @@ A_WeaponReady
if (player->readyweapon == wp_chainsaw
&& psp->state == &states[S_SAW])
{
- S_StartSound (player->mo, sfx_sawidl);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
}
// check for change
@@ -485,7 +485,7 @@ A_Punch
// turn to face target
if (linetarget)
{
- S_StartSound (player->mo, sfx_punch);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
player->mo->angle = R_PointToAngle2 (player->mo->x,
player->mo->y,
linetarget->x,
@@ -516,10 +516,10 @@ A_Saw
if (!linetarget)
{
- S_StartSound (player->mo, sfx_sawful);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
return;
}
- S_StartSound (player->mo, sfx_sawhit);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
// turn to face target
angle = R_PointToAngle2 (player->mo->x, player->mo->y,
@@ -665,7 +665,7 @@ A_FirePistol
( player_t* player,
pspdef_t* psp )
{
- S_StartSound (player->mo, sfx_pistol);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
P_SetMobjState (player->mo, S_PLAY_ATK2);
DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
@@ -689,7 +689,7 @@ A_FireShotgun
{
int i;
- S_StartSound (player->mo, sfx_shotgn);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
P_SetMobjState (player->mo, S_PLAY_ATK2);
DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
@@ -719,7 +719,7 @@ A_FireShotgun2
int damage;
- S_StartSound (player->mo, sfx_dshtgn);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
P_SetMobjState (player->mo, S_PLAY_ATK2);
DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 2);
@@ -751,7 +751,7 @@ A_FireCGun
( player_t* player,
pspdef_t* psp )
{
- S_StartSound (player->mo, sfx_pistol);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
if (!player->ammo[weaponinfo[player->readyweapon].ammo])
return;
@@ -836,7 +836,7 @@ A_BFGsound
( player_t* player,
pspdef_t* psp )
{
- S_StartSound (player->mo, sfx_bfg);
+ S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds
}