- Removed the S_Sound() variant that allows for pointing the origin at an

arbitrary point. It has been replaced with a variant that takes a polyobject
  as a source, since that was the only use that couldn't be rewritten with the
  other variants. This also fixes the bug that polyobject sounds were not
  successfully saved and caused a crash when reloading the game. Note that
  this is a significant change to how equality of sound sources is determined,
  so some things may not behave quite the same as before. (Which would be a
  bug, but hopefully everything still sounds the same.)


SVN r1059 (trunk)
This commit is contained in:
Randy Heit 2008-07-01 04:06:56 +00:00
commit a3e8a0cefd
39 changed files with 473 additions and 251 deletions

View file

@ -4491,7 +4491,7 @@ void P_PlaySpawnSound(AActor *missile, AActor *spawner)
// If there is no spawner use the spawn position.
// But not in a silenced sector.
if (!(missile->Sector->Flags & SECF_SILENT))
S_Sound (&missile->x, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
S_Sound (missile->x, missile->y, missile->z, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
}
}
}