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* Fixed the bug where the "doppler" effect code could cause a temporary client lock up
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@ -781,6 +781,9 @@ void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocit
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if (loopSounds[entityNum].dopplerScale<=1.0) {
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if (loopSounds[entityNum].dopplerScale<=1.0) {
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loopSounds[entityNum].doppler = qfalse; // don't bother doing the math
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loopSounds[entityNum].doppler = qfalse; // don't bother doing the math
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}
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}
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else if (loopSounds[entityNum].dopplerScale>(float)SND_CHUNK_SIZE) {
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loopSounds[entityNum].dopplerScale = (float)SND_CHUNK_SIZE;
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}
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}
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}
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loopSounds[entityNum].framenum = cls.framecount;
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loopSounds[entityNum].framenum = cls.framecount;
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