From b6ea4375e0b5db116a1cdf27e30273d4a92b7a53 Mon Sep 17 00:00:00 2001 From: Samuel Villareal Date: Tue, 31 Aug 2010 01:37:11 +0000 Subject: + 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 --- src/strife/p_pspr.c | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'src/strife/p_pspr.c') 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 } -- cgit v1.2.3