- 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:
parent
2fccefa995
commit
7ed0311221
8 changed files with 185 additions and 151 deletions
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue