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Fixed a quake 3 bug. Fixed looping target_speakers not stopping
their sound when triggered. Thanks to Eraser from EntityPlus
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70a22a9a8b
commit
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1 changed files with 5 additions and 2 deletions
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@ -132,7 +132,7 @@ static void CG_EntityEffects( centity_t *cent ) {
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CG_SetEntitySoundPosition( cent );
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// add loop sound
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if ( cent->currentState.loopSound ) {
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if ( cent->currentState.loopSound) {
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if (cent->currentState.eType != ET_SPEAKER) {
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
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cgs.gameSounds[ cent->currentState.loopSound ] );
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@ -141,6 +141,9 @@ static void CG_EntityEffects( centity_t *cent ) {
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cgs.gameSounds[ cent->currentState.loopSound ] );
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}
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}
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else {
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trap_S_StopLoopingSound(cent->currentState.number);
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}
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// constant light glow
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