- Removed S_MarkSoundChannels(), as it caused all non-actor sounds to
have their origins zeroed during collections. - WI_drawLF() now draws the level name at the top of the screen, always. SVN r1296 (trunk)
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parent
ed6168ea92
commit
cbe0c57911
6 changed files with 28 additions and 51 deletions
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@ -664,6 +664,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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break;
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case SOURCE_Actor:
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assert(actor != NULL);
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if (actor != NULL)
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{
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x = actor->x;
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@ -673,6 +674,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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break;
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case SOURCE_Sector:
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assert(sector != NULL);
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if (chanflags & CHAN_AREA)
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{
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CalcSectorSoundOrg(sector, channum, &x, &z, &y);
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@ -686,6 +688,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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break;
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case SOURCE_Polyobj:
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assert(poly != NULL);
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CalcPolyobjSoundOrg(poly, &x, &z, &y);
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break;
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@ -1436,27 +1439,6 @@ void S_StopSound (const FPolyObj *poly, int channel)
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}
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}
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//==========================================================================
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//
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// S_MarkSoundChannels
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//
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//==========================================================================
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void S_MarkSoundChannels()
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{
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for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
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{
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if (chan->SourceType == SOURCE_Actor)
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{
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GC::Mark(chan->Actor);
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}
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else
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{
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chan->Actor = NULL;
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}
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}
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}
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//==========================================================================
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//
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// S_StopAllChannels
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