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Fixed monitors not making sounds if you had that monitor already and it wasn't mariomode.
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parent
05aefc3ede
commit
6e47a07a04
2 changed files with 13 additions and 9 deletions
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@ -3060,7 +3060,7 @@ void A_JumpShield(mobj_t *actor)
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if (P_SwitchShield(player, SH_JUMP))
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S_StartSound(player->mo, actor->info->seesound);
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else if (mariomode)
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else
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S_StartSound(player->mo, sfx_itemup);
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}
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@ -3089,7 +3089,7 @@ void A_RingShield(mobj_t *actor)
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if (P_SwitchShield(player, SH_ATTRACT))
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S_StartSound(player->mo, actor->info->seesound);
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else if (mariomode)
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else
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S_StartSound(player->mo, sfx_itemup);
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}
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@ -3319,7 +3319,7 @@ void A_WaterShield(mobj_t *actor)
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if (P_SwitchShield(player, SH_ELEMENTAL))
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S_StartSound(player->mo, actor->info->seesound);
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else if (mariomode)
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else
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S_StartSound(player->mo, sfx_itemup);
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if (player->powers[pw_underwater] && player->powers[pw_underwater] <= 12*TICRATE + 1)
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@ -3384,7 +3384,9 @@ void A_ForceShield(mobj_t *actor)
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S_StartSound(player->mo, actor->info->seesound);
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}
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else if (mariomode)
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else if (!mariomode)
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S_StartSound(player->mo, actor->info->seesound);
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else
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S_StartSound(player->mo, sfx_itemup);
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if ((player->powers[pw_shield] & SH_FORCE) && (player->powers[pw_shield] & SH_FORCEHP))
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@ -3429,7 +3431,7 @@ void A_PityShield(mobj_t *actor)
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if (P_SwitchShield(player, SH_PITY))
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S_StartSound(player->mo, actor->info->seesound);
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else if (mariomode)
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else
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S_StartSound(player->mo, sfx_itemup);
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}
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10
src/p_user.c
10
src/p_user.c
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@ -1428,9 +1428,11 @@ void P_SpawnShieldOrb(player_t *player)
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//
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// P_SwitchShield
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//
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// Handles the possibility of switching
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// between shields thoroughly, then
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// adds the desired one.
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// Handles the possibility of switching between
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// the non-stack layer of shields thoroughly,
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// then adds the desired one.
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//
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// Returns whether to play a normal sound or an itemup.
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//
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// Not for use if shieldtype would be SH_FORCE.
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//
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@ -1477,7 +1479,7 @@ boolean P_SwitchShield(player_t *player, UINT16 shieldtype)
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P_SpawnShieldOrb(player);
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return true;
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}
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return false;
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return (!mariomode);
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}
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//
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