- Polyobject sounds now play from their lines, similar to the way sector

sounds are handled.
- Why do polyobjects have a 3D start spot? Flattened it to 2D.
- Moved the sector sound origin calculation out of fmodsound.cpp and into
  s_sound.cpp so that the near sound limiting will use the correct sound
  location for deciding on neighbors.


SVN r1061 (trunk)
This commit is contained in:
Randy Heit 2008-07-02 03:50:17 +00:00
commit 7ed0311221
8 changed files with 185 additions and 151 deletions

View file

@ -474,14 +474,14 @@ void P_SerializePolyobjs (FArchive &arc)
for(i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
{
arc << po->tag << po->angle << po->startSpot[0] <<
po->startSpot[1] << po->startSpot[2] << po->interpolation;
po->startSpot[1] << po->interpolation;
}
}
else
{
int data;
angle_t angle;
fixed_t deltaX, deltaY, deltaZ;
fixed_t deltaX, deltaY;
arc << data;
if (data != ASEG_POLYOBJS)
@ -501,10 +501,9 @@ void P_SerializePolyobjs (FArchive &arc)
}
arc << angle;
PO_RotatePolyobj (po->tag, angle);
arc << deltaX << deltaY << deltaZ << po->interpolation;
arc << deltaX << deltaY << po->interpolation;
deltaX -= po->startSpot[0];
deltaY -= po->startSpot[1];
deltaZ -= po->startSpot[2];
PO_MovePolyobj (po->tag, deltaX, deltaY, true);
}
}