- 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)
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39 changed files with 473 additions and 251 deletions
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@ -4491,7 +4491,7 @@ void P_PlaySpawnSound(AActor *missile, AActor *spawner)
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// If there is no spawner use the spawn position.
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// But not in a silenced sector.
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if (!(missile->Sector->Flags & SECF_SILENT))
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S_Sound (&missile->x, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
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S_Sound (missile->x, missile->y, missile->z, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
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}
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}
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}
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