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Make the playcenter hack not screw up sound spatialization.
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1 changed files with 2 additions and 2 deletions
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@ -277,7 +277,7 @@ SND_Spatialize (channel_t *ch)
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vec3_t source_vec;
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// anything coming from the view entity will always be full volume
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if (ch->entnum == *render_data.viewentity || ch->entnum == -1) {
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if (ch->entnum == *render_data.viewentity) {
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ch->leftvol = ch->master_vol;
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ch->rightvol = ch->master_vol;
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ch->phase = 0;
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@ -736,7 +736,7 @@ SND_PlayCenter (void)
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dsprintf (name, "%s", Cmd_Argv (i));
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}
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sfx = SND_PrecacheSound (name->str);
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SND_StartSound (-1, 0, sfx, listener_origin, 1.0, 1.0);
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SND_StartSound (*render_data.viewentity, 0, sfx, listener_origin, 1.0, 1.0);
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i++;
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}
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dstring_delete (name);
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