ac audio architecture refactoring
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3760 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -429,7 +429,7 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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pl->jumpnext = false;
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pl->vel.z = 2.0f; // physics impulse upwards
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if(water) { pl->vel.x /= 8; pl->vel.y /= 8; } // dampen velocity change even harder, gives correct water feel
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else if(pl==player1 || pl->type!=ENT_PLAYER) playsoundc(S_JUMP, pl);
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else if(pl==player1 || pl->type!=ENT_PLAYER) audiomgr.playsoundc(S_JUMP, pl);
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}
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pl->timeinair = 0;
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}
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@@ -444,7 +444,7 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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int sound = timeinair > 800 ? S_HARDLAND : S_SOFTLAND;
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if(pl->state!=CS_DEAD)
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{
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if(pl==player1 || pl->type!=ENT_PLAYER) playsoundc(sound, pl);
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if(pl==player1 || pl->type!=ENT_PLAYER) audiomgr.playsoundc(sound, pl);
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}
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}
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}
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@@ -585,12 +585,12 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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{
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if(!pl->lastsplash || lastmillis-pl->lastsplash>500)
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{
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playsound(S_SPLASH2, pl);
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audiomgr.playsound(S_SPLASH2, pl);
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pl->lastsplash = lastmillis;
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}
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if(pl==player1) pl->vel.z = 0;
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}
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else if(pl->inwater && !water) playsound(S_SPLASH1, &pl->o);
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else if(pl->inwater && !water) audiomgr.playsound(S_SPLASH1, &pl->o);
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pl->inwater = water;
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}
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@@ -708,7 +708,7 @@ void updatecrouch(playerent *p, bool on)
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const float crouchspeed = 0.6f;
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p->crouching = on;
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p->eyeheightvel = on ? -crouchspeed : crouchspeed;
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if(p==player1) playsoundc(on ? S_CROUCH : S_UNCROUCH);
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if(p==player1) audiomgr.playsoundc(on ? S_CROUCH : S_UNCROUCH);
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}
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void crouch(bool on)
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