- Replaced the naive area sound implementation with one that takes into
consideration the size and shape of the sector producing the sound. See the lifts on Doom 2 MAP30 and compare with previous versions. - Fixed: The stop sound for sector-based sound sequences was not played with the CHAN_AREA flag. - Removed the distinction between S_Sound() and S_SoundID() functions. Use S_Sound() for both names and IDs from now on. SVN r1034 (trunk)
This commit is contained in:
parent
0e6e1da970
commit
9e42cdaf08
66 changed files with 604 additions and 430 deletions
|
|
@ -420,7 +420,7 @@ static int STACK_ARGS skinsorter (const void *a, const void *b)
|
|||
|
||||
void R_InitSkins (void)
|
||||
{
|
||||
WORD playersoundrefs[NUMSKINSOUNDS];
|
||||
FSoundID playersoundrefs[NUMSKINSOUNDS];
|
||||
spritedef_t temp;
|
||||
int sndlumps[NUMSKINSOUNDS];
|
||||
char key[65];
|
||||
|
|
@ -438,7 +438,7 @@ void R_InitSkins (void)
|
|||
|
||||
for (j = 0; j < NUMSKINSOUNDS; ++j)
|
||||
{
|
||||
playersoundrefs[j] = S_FindSound (skinsoundnames[j][1]);
|
||||
playersoundrefs[j] = skinsoundnames[j][1];
|
||||
}
|
||||
|
||||
while ((base = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue