[Not a bug] Monsters hear you SCREAM!

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

Nanami wrote:It was actually... sarcasm.

See, I guessed right! :P
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Nanami
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Post by Nanami »

Enjay wrote:
Nanami wrote:It was actually... sarcasm.
Dammit! :oops:

Ahh well, these things have been requested before, so I can't be the only one who thinks they might be useful. :P

Not that I really expect them to be included in Zdoom any time soon.
Well I did get GameArena to change them for GADoom because he's actually modifying the exe in ways that change the behavior (footstep sounds... etc), but I wouldn't ask this of Randy.
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David Ferstat
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Post by David Ferstat »

Last time I checked the source (v1.23, or so, but I doubt this code will have changed) the changes necessary to enable truly silent weapons were quite minor.

The way it works (from memory) is thus:

Player fires current weapon
Appropriate weapon-firing function calls function Noise_Alert
Function Noise_Alert wakes up monsters. :(
Continue

Now, a better version might look like this:

Player fires current weapon
If current weapon NOT defined as Silent
Appropriate weapon-firing function calls function Noise_Alert
Function Noise_Alert wakes up monsters.
Continue

Else
Appropriate weapon-firing function
Continue


Now, I don't know where you'd define your weapons as Silent (not MAPINFO, as a weapons mod might not have maps) but I'm sure we could find, or create, a suitable place. For a start, how about wherever we define custom AMMO usage?
Last edited by David Ferstat on Wed Dec 10, 2003 8:29 am, edited 2 times in total.
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Graf Zahl
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Post by Graf Zahl »

Before there is a way to define a weapon as 'silent' there has to be a way to configure a weapon at all, not counting Dehacked. :(
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David Ferstat
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Post by David Ferstat »

Graf Zahl wrote:Before there is a way to define a weapon as 'silent' there has to be a way to configure a weapon at all, not counting Dehacked. :(
Damn, you're quick! :)
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randi
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Re: Monsters hear you SCREAM!

Post by randi »

cutmanmike wrote:I don't think this was meant to happen was it?
It is intentional.
David Ferstat wrote:Last time I checked the source (v1.23, or so, but I doubt this code will have changed) the changes necessary to enable truly silent weapons were quite minor.
It's even more minor than you present. Just add WIF_NOALERT to the weapon's definition. A few of the Strife weapons use this.

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