Sound fixes, the player's entnum is cl.playernum + 1, not cl.playernum,

not cl.playernum - 1, but cl.playernum + 1....
This commit is contained in:
Zephaniah E. Hull 2000-04-11 11:10:10 +00:00
parent c413be05bd
commit cf33711b63

View file

@ -396,7 +396,9 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
}
// don't let monster sounds override player sounds
if (channels[ch_idx].entnum == cl.playernum && entnum != cl.playernum && channels[ch_idx].sfx)
if ((channels[ch_idx].entnum == (cl.playernum + 1)) &&
(entnum != (cl.playernum + 1) &&
channels[ch_idx].sfx))
continue;
if (channels[ch_idx].end - paintedtime < life_left)
@ -430,7 +432,7 @@ void SND_Spatialize(channel_t *ch)
sfx_t *sndfx;
// anything coming from the view entity will allways be full volume
if (ch->entnum == cl.playernum)
if (ch->entnum == (cl.playernum + 1))
{
ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol;
@ -1024,7 +1026,7 @@ void S_LocalSound (char *sound)
Con_Printf ("S_LocalSound: can't cache %s\n", sound);
return;
}
S_StartSound (cl.playernum, -1, sfx, vec3_origin, 1, 1);
S_StartSound (cl.playernum + 1, -1, sfx, vec3_origin, 1, 1);
}