Bye death fades

This commit is contained in:
James R 2020-04-19 22:06:22 -07:00
parent 572bf314e5
commit 8490919257
4 changed files with 0 additions and 53 deletions

View file

@ -989,9 +989,6 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_invincmusicfade);
CV_RegisterVar(&cv_growmusicfade);
CV_RegisterVar(&cv_respawnfademusicout);
CV_RegisterVar(&cv_respawnfademusicback);
CV_RegisterVar(&cv_resetspecialmusic);
CV_RegisterVar(&cv_resume);

View file

@ -527,9 +527,6 @@ consvar_t cv_deadzone4 = {"joy4_deadzone", "0.5", CV_FLOAT|CV_SAVE, deadzone_con
consvar_t cv_invincmusicfade = {"invincmusicfade", "300", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_growmusicfade = {"growmusicfade", "500", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_respawnfademusicout = {"respawnfademusicout", "1000", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_respawnfademusicback = {"respawnfademusicback", "500", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_resetspecialmusic = {"resetspecialmusic", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_resume = {"resume", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -2592,9 +2589,6 @@ void G_PlayerReborn(INT32 player)
INT32 respawnflip;
boolean songcredit = false;
boolean local;
boolean playing;
score = players[player].score;
marescore = players[player].marescore;
lives = players[player].lives;
@ -2754,31 +2748,8 @@ void G_PlayerReborn(INT32 player)
}
}
/* I'm putting this here because lol */
local = P_IsLocalPlayer(p);
if (local)
{
playing = S_MusicPlaying();
/*
Fade it in with the same call to avoid
max volume for a few milliseconds (?).
*/
if (! playing)
S_SetRestoreMusicFadeInCvar(&cv_respawnfademusicback);
}
P_RestoreMusic(p);
if (local)
{
/* mid-way fading out, fade back up */
if (playing)
S_FadeMusic(100, cv_respawnfademusicback.value);
}
if (songcredit)
S_ShowMusicCredit();

View file

@ -121,9 +121,6 @@ extern consvar_t cv_ghost_besttime, cv_ghost_bestlap, cv_ghost_last, cv_ghost_gu
extern consvar_t cv_invincmusicfade;
extern consvar_t cv_growmusicfade;
extern consvar_t cv_respawnfademusicout;
extern consvar_t cv_respawnfademusicback;
extern consvar_t cv_resetspecialmusic;
extern consvar_t cv_resume;

View file

@ -2117,7 +2117,6 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
{
mobjtype_t item;
mobj_t *mo;
int ms;
//if (inflictor && (inflictor->type == MT_SHELL || inflictor->type == MT_FIREBALL))
// P_SetTarget(&target->tracer, inflictor);
@ -2332,23 +2331,6 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
}
target->player->playerstate = PST_DEAD;
if (P_IsLocalPlayer(target->player))
{
if (netgame || multiplayer)
ms = cv_respawntime.value * 1000;
else
ms = 1000;
/*
If the time spent with the music paused is less than half
a second, continue playing the song (just mute it).
*/
if (( ms - cv_respawnfademusicout.value ) < 500)
S_FadeMusic(0, cv_respawnfademusicout.value);
else
S_FadeOutStopMusic(cv_respawnfademusicout.value);
}
if (target->player == &players[consoleplayer])
{
// don't die in auto map,