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