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- Duke: fixed monster sight sounds not being played.
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parent
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commit
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2 changed files with 8 additions and 3 deletions
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@ -5236,6 +5236,12 @@ void movefta(void)
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int canseeme, p;
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sectortype* psect, * ssect;
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auto check_fta_sounds = [](DDukeActor* act)
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{
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if (isRR()) check_fta_sounds_r(act);
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else check_fta_sounds_d(act);
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};
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DukeStatIterator it(STAT_ZOMBIEACTOR);
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while (auto act = it.Next())
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{
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@ -5300,7 +5306,7 @@ void movefta(void)
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else
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{
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act->timetosleep = 0;
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check_fta_sounds_r(act);
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check_fta_sounds(act);
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ChangeActorStat(act, STAT_ACTOR);
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}
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}
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@ -5319,7 +5325,7 @@ void movefta(void)
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if (wakeup(act, p))
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{
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act->timetosleep = 0;
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check_fta_sounds_r(act);
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check_fta_sounds(act);
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ChangeActorStat(act, STAT_ACTOR);
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}
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}
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@ -96,7 +96,6 @@ void handle_se128(DDukeActor* i);
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void handle_se130(DDukeActor* i, int countmax, int EXPLOSION2);
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void respawn_rrra(DDukeActor* oldact, DDukeActor* newact);
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// This is only called from game specific code so it does not need an indirection.
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void check_fta_sounds_d(DDukeActor* i);
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void check_fta_sounds_r(DDukeActor* i);
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