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3 AM Moment: The death fades now only apply to local players
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parent
15e8291903
commit
80c7cc3c87
3 changed files with 35 additions and 26 deletions
13
src/g_game.c
13
src/g_game.c
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@ -2755,18 +2755,7 @@ void G_PlayerReborn(INT32 player)
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}
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}
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}
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}
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if (S_MusicPlaying())
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P_RestoreMusic(p);
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{
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P_RestoreMusic(p);
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/* mid-way fading out, fade back up */
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S_FadeMusic(100, cv_respawnfademusicback.value);
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}
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else
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{
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/* this could be considered a hack, but I like it ...kinda */
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S_SetRestoreMusicFadeInCvar(&cv_respawnfademusicback);
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P_RestoreMusic(p);
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}
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if (songcredit)
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if (songcredit)
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S_ShowMusicCredit();
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S_ShowMusicCredit();
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@ -2331,19 +2331,22 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
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}
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}
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target->player->playerstate = PST_DEAD;
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target->player->playerstate = PST_DEAD;
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if (netgame || multiplayer)
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if (P_IsLocalPlayer(target->player))
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ms = cv_respawntime.value * 1000;
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{
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else
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if (netgame || multiplayer)
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ms = 1000;
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ms = cv_respawntime.value * 1000;
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else
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ms = 1000;
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/*
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/*
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If the time spent with the music paused is less than half
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If the time spent with the music paused is less than half
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a second, continue playing the song (just mute it).
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a second, continue playing the song (just mute it).
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*/
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*/
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if (( ms - cv_respawnfademusicout.value ) < 500)
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if (( ms - cv_respawnfademusicout.value ) < 500)
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S_FadeMusic(0, cv_respawnfademusicout.value);
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S_FadeMusic(0, cv_respawnfademusicout.value);
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else
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else
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S_FadeOutStopMusic(cv_respawnfademusicout.value);
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S_FadeOutStopMusic(cv_respawnfademusicout.value);
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}
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if (target->player == &players[consoleplayer])
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if (target->player == &players[consoleplayer])
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{
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{
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21
src/p_user.c
21
src/p_user.c
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@ -1189,6 +1189,8 @@ boolean P_EndingMusic(player_t *player)
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void P_RestoreMusic(player_t *player)
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void P_RestoreMusic(player_t *player)
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{
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{
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UINT32 position;
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UINT32 position;
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boolean playing;
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int fadein;
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if (!P_IsLocalPlayer(player)) // Only applies to a local player
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if (!P_IsLocalPlayer(player)) // Only applies to a local player
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return;
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return;
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@ -1269,10 +1271,25 @@ void P_RestoreMusic(player_t *player)
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else
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else
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position = mapmusposition;
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position = mapmusposition;
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S_ChangeMusicEx(mapmusname, mapmusflags, true, position, 0,
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playing = S_MusicPlaying();
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S_GetRestoreMusicFadeIn());
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/*
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So if the music isn't playing, it's
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most likely because we were dead.
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*/
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if (! playing)
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fadein = cv_respawnfademusicback.value;
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if (playing || ! fadein)
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fadein = S_GetRestoreMusicFadeIn();
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S_ChangeMusicEx(mapmusname, mapmusflags, true, position, 0, fadein);
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S_ClearRestoreMusicFadeInCvar();
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S_ClearRestoreMusicFadeInCvar();
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mapmusresume = 0;
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mapmusresume = 0;
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/* mid-way fading out, fade back up */
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if (playing)
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S_FadeMusic(100, cv_respawnfademusicback.value);
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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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