Fix sound handling in demo freecam
- Object sounds are audible from the location of the camera - Certain HUD sounds should no longer be audible - For instance, lap complete sfx
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10e4fb183d
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6531cc065e
4 changed files with 17 additions and 28 deletions
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@ -3993,7 +3993,6 @@ void G_StopDemo(void)
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demo.freecam = false;
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// reset democam shit too:
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democam.cam = NULL;
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democam.soundmobj = NULL;
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democam.localangle = 0;
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democam.localaiming = 0;
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democam.keyboardlook = false;
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@ -137,7 +137,6 @@ struct camera_t
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struct demofreecam_s {
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camera_t *cam; // this is useful when the game is paused, notably
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mobj_t *soundmobj; // mobj to play sound from, used in s_sound
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angle_t localangle; // keeps track of the cam angle for cmds
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angle_t localaiming; // ditto with aiming
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20
src/p_user.c
20
src/p_user.c
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@ -1137,6 +1137,15 @@ boolean P_IsDisplayPlayer(player_t *player)
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return false;
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}
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// Freecam still techically has a player in
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// displayplayers. But since the camera is detached, it
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// would be weird if sounds were heard from that player's
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// perspective.
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if (demo.freecam)
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{
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return false;
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}
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for (i = 0; i <= r_splitscreen; i++) // DON'T skip P1
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{
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if (player == &players[displayplayers[i]])
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@ -2685,7 +2694,6 @@ void P_DemoCameraMovement(camera_t *cam)
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{
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ticcmd_t *cmd = &cameracmd;;
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angle_t thrustangle;
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mobj_t *awayviewmobj_hack;
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player_t *lastp;
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// update democam stuff with what we got here:
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@ -2734,14 +2742,6 @@ void P_DemoCameraMovement(camera_t *cam)
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// besides freecam going inside walls sounds pretty cool on paper.
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}
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// awayviewmobj hack; this is to prevent us from hearing sounds from the player's perspective
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awayviewmobj_hack = P_SpawnMobj(cam->x, cam->y, cam->z, MT_THOK);
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awayviewmobj_hack->tics = 2;
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awayviewmobj_hack->renderflags |= RF_DONTDRAW;
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democam.soundmobj = awayviewmobj_hack;
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// update subsector to avoid crashes;
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cam->subsector = R_PointInSubsectorFast(cam->x, cam->y);
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}
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@ -2812,8 +2812,6 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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thiscam->old_angle = thiscam->angle;
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thiscam->old_aiming = thiscam->aiming;
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democam.soundmobj = NULL; // reset this each frame, we don't want the game crashing for stupid reasons now do we
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// We probably shouldn't move the camera if there is no player or player mobj somehow
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if (!player || !player->mo)
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return true;
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@ -545,11 +545,6 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
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continue;
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}
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if (i == 0 && democam.soundmobj)
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{
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continue;
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}
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if (player->awayviewtics)
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{
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listenmobj[i] = player->awayviewmobj;
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@ -559,7 +554,7 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
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listenmobj[i] = player->mo;
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}
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if (origin && origin == listenmobj[i])
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if (origin && origin == listenmobj[i] && !demo.freecam)
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{
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itsUs = true;
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}
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@ -810,11 +805,6 @@ void S_UpdateSounds(void)
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continue;
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}
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if (i == 0 && democam.soundmobj)
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{
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continue;
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}
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if (player->awayviewtics)
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{
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listenmobj[i] = player->awayviewmobj;
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@ -881,12 +871,15 @@ void S_UpdateSounds(void)
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{
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boolean itsUs = false;
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for (i = r_splitscreen; i >= 0; i--)
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if (!demo.freecam)
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{
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if (c->origin != listenmobj[i])
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continue;
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for (i = r_splitscreen; i >= 0; i--)
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{
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if (c->origin != listenmobj[i])
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continue;
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itsUs = true;
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itsUs = true;
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}
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}
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if (itsUs == false)
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