Target_speakers can now be toggled on/off

This commit is contained in:
Andrei Drexler 2002-04-09 18:52:13 +00:00
parent d9006e5323
commit 75c551a90a

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.24 2002/04/09 18:52:13 makro
// Target_speakers can now be toggled on/off
//
// Revision 1.23 2002/04/03 03:13:48 blaze // Revision 1.23 2002/04/03 03:13:48 blaze
// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps) // NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
// //
@ -202,13 +205,14 @@ static void CG_EntityEffects( centity_t *cent ) {
// add loop sound // add loop sound
if ( cent->currentState.loopSound ) { if ( cent->currentState.loopSound ) {
if (cent->currentState.eType != ET_SPEAKER) { //Makro - maybe this will help with the speakers ?
//if (cent->currentState.eType != ET_SPEAKER) {
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[ cent->currentState.loopSound ] ); cgs.gameSounds[ cent->currentState.loopSound ] );
} else { //} else {
trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, // trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[ cent->currentState.loopSound ] ); // cgs.gameSounds[ cent->currentState.loopSound ] );
} //}
} }