From b949f37be21cd49f1dfdc3eca06aace327d995f6 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 23 Aug 2022 22:49:42 +0200 Subject: [PATCH] - Sound stuff for SW --- source/games/sw/src/sounds.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/source/games/sw/src/sounds.cpp b/source/games/sw/src/sounds.cpp index ebe9ebeb1..9f164e5ca 100644 --- a/source/games/sw/src/sounds.cpp +++ b/source/games/sw/src/sounds.cpp @@ -599,13 +599,13 @@ void GameInterface::UpdateSounds(void) if (TEST_BOOL1(rsp)) tang = rsp->spr.angle; else - tang = VecToAngle(pp->sop_remote->int_pmid().X - pp->int_ppos().X, pp->sop_remote->int_pmid().Y - pp->int_ppos().Y); + tang = VecToAngle(pp->sop_remote->pmid.XY() - pp->pos.XY()); } else tang = pp->angle.ang; listener.angle = float(-tang.Radians()); listener.velocity.Zero(); - listener.position = GetSoundPos(pp->int_ppos()); + listener.position = GetSoundPos(pp->pos); listener.underwater = false; // This should probably use a real environment instead of the pitch hacking in S_PlaySound3D. // listenactor->waterlevel == 3;