Zico's commit 38fabd7c49 open-coded a test for a robot smart mine. So
far, this is the only place it is needed, but others might arise. Move
the test and its comment out to a static helper function.
As documented in zico's commit 38fabd7c49, robot smart mines have a
different ID number than player smart mines. Rename the test functions
to clarify that they only recognize player smart mines, but not robot
smart mines.
git grep -l is_proximity_bomb_or_smart_mine | xargs sed -i -e 's/is_proximity_bomb_or_smart_mine/is_proximity_bomb_or_player_smart_mine/g'
This removes the need to walk all objects when creating a new one, since
each object can have a private generation counter, unaware of other
objects. For compatibility with demos, mix in the object's index when
writing the signature value.
Release builds should never have an object in CT_SLEW state. If they
do, they abort the program. This is an extreme reaction. Change the
logic to report the problem, then coerce the type to CT_NONE and try to
resume operation.
- Raise the player limit to 8.
- Remove the logic that forces player counts up/down when switching
between cooperative and deathmatch game modes.
- Add heuristics to add start positions for the extra players, since
standard maps will not have the required number of starts.
Move it to a structure. Make all the modifiers methods. Change all
callers of those methods to pass the structure. This makes the stuck
object handling free of direct access to global game data.
digi_play_sample_once is supposed to cancel prior instances of the
sound, but that functionality was lost in
21082c6db2. As a result, the sound can be
stacked up to the limit of the engine. Even when the functionality
existed, its implementation was wrong.
- Change these sounds to be attached to the player generating them.
- Pass the cancellation flag to other players when sending a sound.
- Send the full value of `volume`, rather than truncating it.
- Implement cancellation by killing and restarting the earlier version of a cancelled sound.
- Delete an ugly hack that prevented the patched logic from ever running.
- Fix an ancient quirk in digi_mixer that caused it to report all sounds as not playing, which then caused digi_sync_sounds to instantly cancel the new sound.
Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/88>
Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/88#issuecomment-269597361>
Fixes: 21082c6db2 ("Added own channel management to SDL_mixer sound interface since the builtin channel management of this lib cannot handle our needs; Little code cleanup")