- floatified sound code in useSeqSpawnerGen

This commit is contained in:
Christoph Oelckers 2022-09-16 19:09:33 +02:00
parent d03e890833
commit 49ae7c0c0f

View file

@ -3755,19 +3755,19 @@ void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, sectortype* pSector
if (sourceactor->xspr.data4 > 0)
{
int cx, cy, cz;
cx = (pWall->wall_int_pos().X + pWall->point2Wall()->wall_int_pos().X) >> 1;
cy = (pWall->wall_int_pos().Y + pWall->point2Wall()->wall_int_pos().Y) >> 1;
DVector3 cpos;
cpos.XY() = pWall->center();
auto pMySector = pWall->sectorp();
int32_t ceilZ, floorZ;
getzsofslopeptr(pSector, cx, cy, &ceilZ, &floorZ);
int32_t ceilZ2, floorZ2;
getzsofslopeptr(pWall->nextSector(), cx, cy, &ceilZ2, &floorZ2);
ceilZ = ClipLow(ceilZ, ceilZ2);
floorZ = ClipHigh(floorZ, floorZ2);
cz = (ceilZ + floorZ) >> 1;
double ceilZ, floorZ;
getzsofslopeptr(pSector, cpos, &ceilZ, &floorZ);
double ceilZ2, floorZ2;
getzsofslopeptr(pWall->nextSector(), cpos, &ceilZ2, &floorZ2);
ceilZ = max(ceilZ, ceilZ2);
floorZ = min(floorZ, floorZ2);
cpos.Z = (ceilZ + floorZ) * 0.5;
sfxPlay3DSound(cx, cy, cz, sourceactor->xspr.data4, pSector);
sfxPlay3DSound(cpos, sourceactor->xspr.data4, pSector);
}
}
return;