The previous commit removed an incorrect double scaling of the player's
weapon sounds, which will make all such sounds louder. Players with
their FX volume set to maximum will now have twice as loud a sound.
Halve the intensity in the source to return to the volume such players
would have had before. Players with an FX volume less than maximum will
still get a somewhat louder sound than before.
ziplantil reported that in Descent 1, if a player has an empty Vulcan
cannon, and no energy, then attempting to fire a weapon would play the
SOUND_ALREADY_SELECTED clip every frame until the player ceased trying
to fire. The problem does not impact Descent 2 since Descent 2 does not
play this sound sample when trying to activate a weapon that is already
active.
If the current weapon is already LASER_INDEX, then
select_primary_weapon(LASER_INDEX) simplifies to:
```
// Pointless, player already using this weapon
newdemo_record_player_weapon(LASER_INDEX)
if (Primary_weapon != LASER_INDEX) {
// skipped, path is false
}
else
{
if (wait_for_rearm) // true for this path
// Bad, plays every frame
digi_play_sample(SOUND_ALREADY_SELECTED);
}
// Pointless, Primary_weapon already is LASER_INDEX
Primary_weapon = LASER_INDEX;
if (weapon_name)
{
// skipped, path is false
}
```
Skipping the call avoids two pointless statements, one bad statement,
and nothing useful. Therefore, the simplest fix for the problem is to
call select_primary_weapon(LASER_INDEX) only if the primary weapon is
not currently LASER_INDEX.
Reported-by: ziplantil <https://github.com/dxx-rebirth/dxx-rebirth/issues/499>
Level seismic events and Earthshaker seismic events start with different
intensities, but share everything afterward. Move the common parts to a
function.
When Next_seismic_sound_time is non-zero, a seismic sound is playing.
When Next_seismic_sound_time is zero, no sound is playing. Use this to
eliminate the explicit tracking variable Seismic_sound_playing.
OS X clang warns when a variable is captured but not used. Linux gcc
does not. Remove the unused variable.
Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/368>
Fixes: 7da64d3782 ("Add new autoselect-while-firing mode: "when firing stops"")
Delete stub "compiler-type_traits.h" header. Redirect all uses to the
standard <type_traits> header.
git grep -wlz 'compiler-type_traits.h' -- '*.cpp' '*.h' | xargs -0 perl -p -i <<EOF
BEGIN {
$i = 0;
}
if (($i == 1 && $_ eq "\n") || ($i < 2 && /^#include "/)) {
# First blank line or first user-include after a system-include.
# Print, then never again for this file.
print "#include <type_traits>\n";
$i = 2;
} elsif ($i == 0) {
$i = 1 if (/^#include </);
} elsif ($_ eq "#include \"compiler-type_traits.h\"\n") {
# Remove this line if found.
$_ = '';
}
# Reset state machine when moving to next file.
$i = 0 if eof;
EOF
All supported compilers have an acceptable <type_traits>. Commit
4cb3d46148 ("Move <type_traits> test to Cxx11RequiredFeature") made
<type_traits> support mandatory in August and no one has objected.
Remove the indirection and use namespace std directly for type_traits
members.
Previously, valptridx used PREFIX for allow-invalid+mutable, c#PREFIX
for allow-invalid+const, v#PREFIX for require-valid+mutable, vc#PREFIX
for require-valid+const. Convert the types, factories, and all usage
sites to specify a qualifier for all four combinations:
im#PREFIX -> allow-invalid+mutable
ic#PREFIX -> allow-invalid+const
vm#PREFIX -> require-valid+mutable
vc#PREFIX -> require-valid+const
Changes to common/include/valptridx.h and common/include/fwd-valptridx.h
are manual. All other changes are generated by:
git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\(v\?\)\(\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/\1m\2/g'
for the 'm' prefix and:
git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\([cm]\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/i&/g'
for the 'i' prefix.