- 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)
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8 changed files with 28 additions and 16 deletions
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@ -1366,7 +1366,7 @@ void APowerTimeFreezer::InitEffect( )
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return;
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// When this powerup is in effect, pause the music.
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S_PauseSound( false );
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S_PauseSound( false, false );
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// Give the player and his teammates the power to move when time is frozen.
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Owner->player->cheats |= CF_TIMEFREEZE;
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@ -1441,7 +1441,7 @@ void APowerTimeFreezer::EndEffect( )
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level.flags2 &= ~LEVEL2_FROZEN;
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// Also, turn the music back on.
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S_ResumeSound( );
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S_ResumeSound( false );
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// Nothing more to do if there's no owner.
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if (( Owner == NULL ) || ( Owner->player == NULL ))
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