- 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)
This commit is contained in:
Randy Heit 2008-11-27 18:46:09 +00:00
commit cbe0c57911
6 changed files with 28 additions and 51 deletions

View file

@ -664,6 +664,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
break;
case SOURCE_Actor:
assert(actor != NULL);
if (actor != NULL)
{
x = actor->x;
@ -673,6 +674,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
break;
case SOURCE_Sector:
assert(sector != NULL);
if (chanflags & CHAN_AREA)
{
CalcSectorSoundOrg(sector, channum, &x, &z, &y);
@ -686,6 +688,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
break;
case SOURCE_Polyobj:
assert(poly != NULL);
CalcPolyobjSoundOrg(poly, &x, &z, &y);
break;
@ -1436,27 +1439,6 @@ void S_StopSound (const FPolyObj *poly, int channel)
}
}
//==========================================================================
//
// S_MarkSoundChannels
//
//==========================================================================
void S_MarkSoundChannels()
{
for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
{
if (chan->SourceType == SOURCE_Actor)
{
GC::Mark(chan->Actor);
}
else
{
chan->Actor = NULL;
}
}
}
//==========================================================================
//
// S_StopAllChannels