- handle all remaining places of sound ID conversions after removing the conversion operators.
This commit is contained in:
parent
160633a4a2
commit
d173c0453c
19 changed files with 68 additions and 71 deletions
|
|
@ -3299,7 +3299,7 @@ void AActor::AlterWeaponSprite(visstyle_t *vis)
|
|||
|
||||
void AActor::PlayActiveSound ()
|
||||
{
|
||||
if (ActiveSound.isvalid() && !S_IsActorPlayingSomething(this, CHAN_VOICE, -1))
|
||||
if (ActiveSound.isvalid() && !S_IsActorPlayingSomething(this, CHAN_VOICE))
|
||||
{
|
||||
S_Sound (this, CHAN_VOICE, 0, ActiveSound, 1,
|
||||
(flags3 & MF3_FULLVOLACTIVE) ? ATTN_NONE : ATTN_IDLE);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue