- Fixed: When starting a level while the music has been paused S_Start has
to stop the old music so the new one always starts at the beginning. - Fixed:: AActor::master was not serialized. - Fixed: Sound targets pointing to dead players should be cleared before respawning the player. - Fixed: When the DONTMOVE flag is set A_Chase must not call P_NewChaseDir. - Changed PowerupGiver initialization so that the actual powerup class is looked up during postprocessing. - Gave Strife's instant death sector type its own damage type. SVN r778 (trunk)
This commit is contained in:
parent
3b991c3070
commit
03617dc6f0
8 changed files with 77 additions and 19 deletions
|
|
@ -443,9 +443,15 @@ void S_Start ()
|
|||
LastLocalSndSeq = LocalSndSeq;
|
||||
}
|
||||
|
||||
SoundPaused = false;
|
||||
|
||||
// stop the old music if it has been paused.
|
||||
// This ensures that the new music is started from the beginning
|
||||
// if it's the same as the last one and it has been paused.
|
||||
if (MusicPaused) S_StopMusic(true);
|
||||
|
||||
// start new music for the level
|
||||
MusicPaused = false;
|
||||
SoundPaused = false;
|
||||
|
||||
// [RH] This is a lot simpler now.
|
||||
if (!savegamerestore)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue