Sound entity changes as per Sze - teach me to comit when Sze is still talking

This commit is contained in:
Scott Brooks 2002-05-22 04:20:37 +00:00
parent b272ba2156
commit 5798ec8f40
1 changed files with 4 additions and 4 deletions

View File

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.34 2002/05/22 04:20:37 blaze
// Sound entity changes as per Sze - teach me to comit when Sze is still talking
//
// Revision 1.33 2002/05/22 04:19:22 blaze
// Sound entity changes as per Sze - more
//
@ -1829,7 +1832,7 @@ void SP_func_plat (gentity_t *ent) {
char *sSndStart;
G_SpawnString( "soundstart", "sound/movers/plat_start.wav", &sSndStart );
G_SpawnString( "soundstop", "sound/movers/plat_end.wav", &sSndStop );
G_SpawnString( "soundstop", "sound/movers/plat_stop.wav", &sSndStop );
G_SpawnString( "soundmove", "sound/misc/silence.wav", &sSndMove );
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sSndMove);
@ -1837,9 +1840,6 @@ void SP_func_plat (gentity_t *ent) {
ent->soundPos2 = G_SoundIndex(sSndStop);
ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/plats/pt1_strt.wav");
ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/plats/pt1_end.wav");
VectorClear (ent->s.angles);
G_SpawnFloat( "speed", "200", &ent->speed );