- handle all remaining places of sound ID conversions after removing the conversion operators.

This commit is contained in:
Christoph Oelckers 2022-11-24 15:48:35 +01:00
commit d173c0453c
19 changed files with 68 additions and 71 deletions

View file

@ -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);