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- Sound stuff for SW
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1 changed files with 2 additions and 2 deletions
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@ -599,13 +599,13 @@ void GameInterface::UpdateSounds(void)
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if (TEST_BOOL1(rsp))
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tang = rsp->spr.angle;
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else
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tang = VecToAngle(pp->sop_remote->int_pmid().X - pp->int_ppos().X, pp->sop_remote->int_pmid().Y - pp->int_ppos().Y);
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tang = VecToAngle(pp->sop_remote->pmid.XY() - pp->pos.XY());
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}
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else tang = pp->angle.ang;
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listener.angle = float(-tang.Radians());
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listener.velocity.Zero();
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listener.position = GetSoundPos(pp->int_ppos());
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listener.position = GetSoundPos(pp->pos);
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listener.underwater = false;
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// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
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// listenactor->waterlevel == 3;
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