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animvpx sound: fix the 'may have many sounds per frame' requirement
E.g. this should work correctly now: // FLY_BY, PIPEBOMB_EXPLODE, OCTA_DYING animsounds logo { 1 244 64 14 64 144 } git-svn-id: https://svn.eduke32.com/eduke32@2243 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 3 additions and 6 deletions
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@ -317,14 +317,11 @@ void G_PlayAnim(const char *fn,char t)
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// after rendering the frame but before displaying: maybe play sound...
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// after rendering the frame but before displaying: maybe play sound...
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framenum++;
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framenum++;
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if (soundidx < numtotalsounds)
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while (soundidx < numtotalsounds && anim_hi_sounds[animidx][2*soundidx] == framenum)
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{
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if (anim_hi_sounds[animidx][2*soundidx] == framenum)
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{
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{
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S_PlaySound(anim_hi_sounds[animidx][2*soundidx+1]);
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S_PlaySound(anim_hi_sounds[animidx][2*soundidx+1]);
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soundidx++;
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soundidx++;
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}
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}
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}
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// this and showframe() instead of nextpage() are so that
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// this and showframe() instead of nextpage() are so that
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// nobody tramples on our carefully set up GL state!
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// nobody tramples on our carefully set up GL state!
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