- Fixed: SetSoundPaused() still needs to call S_PauseSound() to pause music

that isn't piped through the digital sound system. (Was removed in r1004.)


SVN r1595 (trunk)
This commit is contained in:
Randy Heit 2009-05-20 02:52:07 +00:00
commit 749de6c156
8 changed files with 28 additions and 16 deletions

View file

@ -1366,7 +1366,7 @@ void APowerTimeFreezer::InitEffect( )
return;
// When this powerup is in effect, pause the music.
S_PauseSound( false );
S_PauseSound( false, false );
// Give the player and his teammates the power to move when time is frozen.
Owner->player->cheats |= CF_TIMEFREEZE;
@ -1441,7 +1441,7 @@ void APowerTimeFreezer::EndEffect( )
level.flags2 &= ~LEVEL2_FROZEN;
// Also, turn the music back on.
S_ResumeSound( );
S_ResumeSound( false );
// Nothing more to do if there's no owner.
if (( Owner == NULL ) || ( Owner->player == NULL ))