Replace lots of empty parameters with proplist for Sound()

liquid_container
Lukas Werling 2016-02-10 13:31:16 +01:00
parent 4ca5d2bb40
commit 29491ec3b7
17 changed files with 41 additions and 41 deletions

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@ -79,7 +79,7 @@ private func UpdateVision()
private func BiteEffect()
{
Sound("Animals::Fish::Munch*", nil, nil, nil, nil, nil, 100);
Sound("Animals::Fish::Munch*", {pitch = 100});
}
local Name = "$Name$";

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@ -170,7 +170,7 @@ private func CheckTurn()
private func AngryBuzz()
{
Sound("Animals::Zap::Zap?", nil,nil,nil,nil, nil, -Random(100));
Sound("Animals::Zap::Zap?", {pitch = -Random(100)});
}
/*-- Saving --*/
@ -248,4 +248,4 @@ local MaxBreath = 250;
local Placement = 2;
local NoBurnDecay = 1;
local BorderBound = C4D_Border_Sides | C4D_Border_Top | C4D_Border_Bottom;
local ContactCalls = true;
local ContactCalls = true;

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@ -151,7 +151,7 @@ public func ControlUseStart(object clonk, int iX, int iY)
PlayWeaponAnimation(clonk, animation, 10, Anim_Linear(0, 0, clonk->GetAnimationLength(animation), StrikingLength, ANIM_Remove), Anim_Const(1000));
clonk->UpdateAttach();
Sound("Objects::Weapons::WeaponSwing?", nil, nil, nil, nil, nil, -Random(10));
Sound("Objects::Weapons::WeaponSwing?", {pitch = -Random(10)});
magic_number=((magic_number+1)%10) + (ObjectNumber()*10);
StartWeaponHitCheckEffect(clonk, StrikingLength, 1);

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@ -142,7 +142,7 @@ protected func DoSwing(object clonk, int ix, int iy)
spark.OnCollision = PC_Bounce();
}
CreateParticle("StarSpark", x2*9/10,y2*9/10, PV_Random(-30, 30), PV_Random(-30, 30), PV_Random(10, 50), spark, 30);
Sound(sound, nil, nil, nil, nil, nil, pitch);
Sound(sound, {pitch = pitch});
}
// Do blastfree after landscape checks are made. Otherwise, mat always returns as "tunnel"

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@ -37,7 +37,7 @@ public func ControlUseStart(object clonk, int x, int y)
clonk->PlayAnimation(animation, CLONK_ANIM_SLOT_Arms, Anim_Linear(0, 0, clonk->GetAnimationLength(animation), length, ANIM_Remove), Anim_Const(1000));
clonk->UpdateAttach();
Sound("Objects::Weapons::WeaponSwing?", nil, nil, nil, nil, nil, 100);
Sound("Objects::Weapons::WeaponSwing?", {pitch = 100});
// Search for harvestable plants
var crop = FindObject(Find_AtRect(AbsX(clonk->GetX()-8), AbsY(clonk->GetY()-10), 16,20), Find_NoContainer(), Find_Func("SickleHarvesting"), Find_Func("IsHarvestable"));
@ -57,4 +57,4 @@ func Definition(def) {
local Collectible = 1;
local Name = "$Name$";
local Description = "$Description$";
local Description = "$Description$";

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@ -87,7 +87,7 @@ public func FxIntReloadTimer(object target, proplist effect, int time)
{
if (effect.sound)
{
Sound("Objects::Windbag::Charge", false, nil, nil, -1);
Sound("Objects::Windbag::Charge", {loop_count = -1});
Sound("Objects::Windbag::ChargeStop");
effect.sound = false;
}
@ -104,7 +104,7 @@ public func FxIntReloadTimer(object target, proplist effect, int time)
{
if (!effect.sound)
{
Sound("Objects::Windbag::Charge", false, nil, nil, 1);
Sound("Objects::Windbag::Charge", {loop_count = 1});
effect.sound = true;
}
@ -127,7 +127,7 @@ public func FxIntReloadStop(object target, proplist effect, int reason, bool tem
return FX_OK;
if (effect.sound)
{
Sound("Objects::Windbag::Charge", false, nil, nil, -1);
Sound("Objects::Windbag::Charge", {loop_count = -1});
Sound("Objects::Windbag::ChargeStop");
}
return FX_OK;

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@ -117,7 +117,7 @@ public func FinishedAiming(object clonk, int angle)
// aaaand, a cooldown
AddEffect("ClubWeaponCooldown", clonk, 1, 5, this);
Sound("Objects::Weapons::WeaponSwing?", nil, nil, nil, nil, nil, -50);
Sound("Objects::Weapons::WeaponSwing?", {pitch = -50});
return true;
}
@ -235,7 +235,7 @@ func DoStrike(clonk, angle)
if (found)
{
RemoveEffect("DuringClubShoot", clonk);
Sound("Hits::Materials::Wood::WoodHit?", nil, nil, nil, nil, nil, -10);
Sound("Hits::Materials::Wood::WoodHit?", {pitch = -10});
}
}
@ -250,4 +250,4 @@ func Definition(def)
local Collectible = 1;
local Name = "$Name$";
local Description = "$Description$";
local ForceFreeHands = true;
local ForceFreeHands = true;

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@ -315,7 +315,7 @@ public func OnRepairSelected(id symbol, string action, object cursor)
if (!hammer)
{
PlayerMessage(cursor->GetOwner(), "$YouNeedAHammer$");
Sound("UI::Click2", nil, nil, cursor->GetOwner());
Sound("UI::Click2", {player = cursor->GetOwner()});
return;
}
@ -340,7 +340,7 @@ public func OnRepairSelected(id symbol, string action, object cursor)
if (total_repair_value == 0)
{
PlayerMessage(cursor->GetOwner(), "$YouNeedMaterials$");
Sound("UI::Click2", nil, nil, cursor->GetOwner());
Sound("UI::Click2", {player = cursor->GetOwner()});
return;
}

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@ -80,14 +80,14 @@ func DoBuy(id item, int for_player, int wealth_player, object buyer, bool buy_al
{
if(show_errors)
{
Sound("UI::Error", nil, nil, for_player + 1);
Sound("UI::Error", {player = for_player + 1});
PlayerMessage(for_player, "$MsgNotEnoughWealth$");
}
break;
}
// Take the cash
DoWealth(wealth_player, -price);
Sound("UI::UnCash", nil, nil, for_player + 1); // TODO: get sound
Sound("UI::UnCash", {player = for_player + 1}); // TODO: get sound
// Decrease the base material, allow runtime overload
this->ChangeBuyableAmount(wealth_player, item, -1);
// Deliver the object
@ -113,7 +113,7 @@ func DoSell(object obj, int wealth_player)
// Give the player the cash
DoWealth(wealth_player, this->GetSellValue(obj));
Sound("UI::Cash", nil, nil, wealth_player + 1);
Sound("UI::Cash", {player = wealth_player + 1});
// OnSale callback to object e.g. for goal updates
obj->~OnSale(wealth_player, this);

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@ -29,26 +29,26 @@ public func OnProductionStart(id product)
{
AddEffect("Working", this, 100, 1, this);
hold_production = false;
Sound("Liquids::Boiling", false, nil, nil, 1);
Sound("Liquids::Boiling", {loop_count = 1});
}
public func OnProductionHold(id product)
{
hold_production = true;
Sound("Liquids::Boiling", false, nil, nil, -1);
Sound("Liquids::Boiling", {loop_count = -1});
Sound("Fire::Blowout");
}
public func OnProductionContinued(id product)
{
hold_production = false;
Sound("Liquids::Boiling", false, nil, nil, 1);
Sound("Liquids::Boiling", {loop_count = 1});
}
public func OnProductionFinish(id product)
{
RemoveEffect("Working", this);
Sound("Liquids::Boiling", false, nil, nil, -1);
Sound("Liquids::Boiling", {loop_count = -1});
}
protected func FxWorkingTimer()

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@ -639,7 +639,7 @@ public func ControlUseStart(object clonk, int x, int y)
if (IsSlave())
return Control2Master("ControlUseStart", clonk, x, y);
MoveTo(GetY() + y, 0, nil, true);
Sound("UI::Click", nil, nil, clonk->GetOwner());
Sound("UI::Click", {player = clonk->GetOwner()});
// Do not trigger a UseStop-callback.
return false;
}
@ -669,7 +669,7 @@ public func ControlUp(object clonk)
// what is that player even doing
if (GetY() <= elevator->GetY() + 20)
{
Sound("UI::Click", nil, nil, clonk->GetOwner());
Sound("UI::Click", {player = clonk->GetOwner()});
return true;
}

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@ -144,7 +144,7 @@ public func StartEngine(int direction, bool silent)
if (!silent)
{
Sound("Structures::Elevator::Start", nil, nil, nil, nil, 400);
Sound("Structures::Elevator::Start", {custom_falloff_distance = 400});
ScheduleCall(this, "EngineLoop", 34);
}
if (wheel_anim == nil) // If for some reason the animation has stopped
@ -169,16 +169,16 @@ public func StartEngine(int direction, bool silent)
public func EngineLoop()
{
Sound("Structures::Elevator::Moving", nil, nil, nil, 1, 400);
Sound("Structures::Elevator::Moving", {loop_count = 1, custom_falloff_distance = 400});
}
public func StopEngine(bool silent)
{
if (!silent)
{
Sound("Structures::Elevator::Moving", nil, nil, nil, -1);
Sound("Structures::Elevator::Moving", {loop_count = -1});
ClearScheduleCall(this, "EngineLoop");
Sound("Structures::Elevator::Stop", nil, nil, nil, nil, 400);
Sound("Structures::Elevator::Stop", {custom_falloff_distance = 400});
}
if (wheel_anim == nil) return;
@ -326,4 +326,4 @@ local Name = "$Name$";
local Description = "$Description$";
local BlastIncinerate = 100;
local HitPoints = 70;
local Plane = 249;
local Plane = 249;

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@ -244,8 +244,8 @@ private func SpinOn(int diff)
rotate = 0;
SetMeshMaterial("SawmillBlade.Spin", 2);
running = true;
Sound("Structures::SawmillRipcut", nil, nil, nil, +1);
Sound("Sawmill::EngineLoop", nil, nil, nil, +1);
Sound("Structures::SawmillRipcut", {loop_count = +1});
Sound("Sawmill::EngineLoop", {loop_count = +1});
}
SetProperty("MeshTransformation", Trans_Mul(Trans_Rotate(-20, 0, 1, 0), Trans_Rotate(rotate, 1, 0, 0)));
@ -260,14 +260,14 @@ private func SpinOff(int call)
running = false;
spin = 50;
SetMeshMaterial("SawmillBlade", 2);
Sound("Structures::SawmillRipcut", nil, nil, nil, -1);
Sound("Structures::SawmillRipcut", {loop_count = -1});
SetProperty("MeshTransformation", Trans_Rotate(-20, 0, 1, 0));
}
if (call == 1) spin = 75;
if (call == 2)
{
spin = 100;
Sound("Sawmill::EngineLoop", nil, nil, nil, -1);
Sound("Sawmill::EngineLoop", {loop_count = -1});
Sound("Sawmill::EngineStop");
}
if (call == 3) spin = 150;

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@ -112,7 +112,7 @@ public func OnPowerProductionStop(int amount)
// Start call from working action.
protected func WorkStart()
{
Sound("Structures::SteamEngine", false, nil, nil, 1);
Sound("Structures::SteamEngine", {loop_count = 1});
return;
}
@ -155,7 +155,7 @@ protected func WorkStop()
protected func WorkAbort()
{
// Sound can be safely stopped here since this action will always end with an abort call.
Sound("Structures::SteamEngine", false, nil, nil, -1);
Sound("Structures::SteamEngine", {loop_count = -1});
return;
}

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@ -116,7 +116,7 @@ public func Wind2Turn()
wheel->SetRDir(current_wind * 90, MinRevolutionTime());
// Make some sounds.
if (Abs(current_wind) >= 10 && Random(15 - Abs(current_wind / 10)) < 5)
Sound(["Hits::Materials::Wood::WoodCreak?","Structures::HingeCreak?"][Random(2)], false, nil, nil, nil, 75);
Sound(["Hits::Materials::Wood::WoodCreak?","Structures::HingeCreak?"][Random(2)], {custom_falloff_distance = 75});
return;
}

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@ -113,7 +113,7 @@ public func FxIntAirshipMovementTimer(object target, proplist effect, int time)
{
// Fade pitch from -45 to 0
enginesound += 5;
Sound("Structures::FanLoop",nil,nil,nil, 1, 0, enginesound - 50);
Sound("Structures::FanLoop", {loop_count = 1, pitch = enginesound - 50});
}
}
else if(enginesound)
@ -121,9 +121,9 @@ public func FxIntAirshipMovementTimer(object target, proplist effect, int time)
// Fade pitch from 0 to minimum -45, then turn off
enginesound = Max(enginesound - 10);
if (enginesound)
Sound("Structures::FanLoop", nil, nil, nil, 1, 0, enginesound - 50);
Sound("Structures::FanLoop", {loop_count = 1, pitch = enginesound - 50});
else
Sound("Structures::FanLoop", nil, nil, nil, -1);
Sound("Structures::FanLoop", {loop_count = -1});
}
// Wind movement if in the air

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@ -220,12 +220,12 @@ public func TurnWheels()
if (Abs(GetXDir()) > 1 && !wheel_sound)
{
if (!wheel_sound)
Sound("Structures::WheelsTurn", false, nil, nil, 1);
Sound("Structures::WheelsTurn", {loop_count = 1});
wheel_sound = true;
}
else if (wheel_sound && !GetXDir())
{
Sound("Structures::WheelsTurn", false, nil, nil, -1);
Sound("Structures::WheelsTurn", {loop_count = -1});
wheel_sound = false;
}
}