- 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:
Christoph Oelckers 2008-03-01 13:12:33 +00:00
commit 03617dc6f0
8 changed files with 77 additions and 19 deletions

View file

@ -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)