Sound_Distance: Use pointsound, because the engine may do a funny
with channels and whatnot in the OpenAL backend. It works when no entities are involved.
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ab34230016
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1 changed files with 3 additions and 2 deletions
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@ -329,7 +329,7 @@ Sound_Distance(entity target, string shader)
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print(sprintf("Sound_Distance: %s\n", argv(r)));
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#endif
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sound(
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/*sound(
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target,
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5,
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argv(r),
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@ -338,7 +338,8 @@ Sound_Distance(entity target, string shader)
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pitch,
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flag,
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g_sounds[sample].offset
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);
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);*/
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pointsound(target.origin, argv(r), volume, ATTN_NONE);
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}
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void
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