// // P_CeilingSequence // // haleyjd 09/27/06: Starts the appropriate sound sequence for a ceiling action. // void P_CeilingSequence(sector_t *s, int noiseLevel) { if(silentmove(s)) return; if(s->sndSeqID >= 0) S_StartSectorSequence(s, SEQ_CEILING); else { switch(noiseLevel) { case CNOISE_NORMAL: S_StartSectorSequenceName(s, "EECeilingNormal", SEQ_ORIGIN_SECTOR_C); break; case CNOISE_SEMISILENT: S_StartSectorSequenceName(s, "EECeilingSemiSilent", SEQ_ORIGIN_SECTOR_C); break; case CNOISE_SILENT: S_StartSectorSequenceName(s, "EECeilingSilent", SEQ_ORIGIN_SECTOR_C); break; } } }
// // P_DoorSequence // // haleyjd 09/24/06: Plays the appropriate sound sequence for a door. // void P_DoorSequence(bool raise, bool turbo, bool bounced, sector_t *s) { // haleyjd 09/25/06: apparently fraggle forgot silentmove for doors if(silentmove(s)) return; if(s->sndSeqID >= 0) { if(bounced) // if the door bounced, replace the sequence S_ReplaceSectorSequence(s, SEQ_DOOR); else S_StartSectorSequence(s, SEQ_DOOR); } else { const char *seqName; if(raise) seqName = turbo ? "EEDoorOpenBlazing" : "EEDoorOpenNormal"; else { if(turbo) { if(GameModeInfo->type == Game_DOOM && comp[comp_blazing]) seqName = "EEDoorCloseBlazingComp"; else seqName = "EEDoorCloseBlazing"; } else seqName = "EEDoorCloseNormal"; } if(bounced) S_ReplaceSectorSequenceName(s, seqName, SEQ_ORIGIN_SECTOR_C); else S_StartSectorSequenceName(s, seqName, SEQ_ORIGIN_SECTOR_C); } }