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- Duke: add back a limit to the teleporter sound.
Due to broken game logic it is possible for this to play in very large quantities.
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@ -233,7 +233,7 @@ int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpit
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sndinf[kVolAdjust] = clamp<int>(distance, INT16_MIN, INT16_MAX);
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sndinf[kWorldTourMapping] = 0;
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sfx->Volume = volume;
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sfx->NearLimit = 0;
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sfx->NearLimit = index == TELEPORTER + 1? 6 : 0; // the teleporter sound cannot be unlimited due to how it gets used.
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sfx->bTentative = false;
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sfx->name = std::move(fn);
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return 0;
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