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- fixed: With P_ExplodeMissile now working properly it is no longer valid to terminate a looping sound in a missile's death state because it now gets called after the death sound has been started.
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3 changed files with 3 additions and 3 deletions
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@ -99,7 +99,7 @@ ACTOR CrusaderMissile
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Loop
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Loop
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Death:
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Death:
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SMIS A 0 Bright A_SetTranslucent(1,1)
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SMIS A 0 Bright A_SetTranslucent(1,1)
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SMIS A 5 Bright A_StopSoundEx("Voice")
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SMIS A 5 Bright
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SMIS B 5 Bright
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SMIS B 5 Bright
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SMIS C 4 Bright
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SMIS C 4 Bright
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SMIS DEFG 2 Bright
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SMIS DEFG 2 Bright
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@ -85,7 +85,7 @@ ACTOR BishopMissile
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Loop
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Loop
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Death:
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Death:
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SMIS A 0 Bright A_SetTranslucent(1,1)
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SMIS A 0 Bright A_SetTranslucent(1,1)
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SMIS A 0 Bright A_StopSoundEx("Voice")
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SMIS A 0 Bright // State left for savegame compatibility
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SMIS A 5 Bright A_Explode(64,64,1,1)
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SMIS A 5 Bright A_Explode(64,64,1,1)
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SMIS B 5 Bright
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SMIS B 5 Bright
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SMIS C 4 Bright
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SMIS C 4 Bright
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@ -390,7 +390,7 @@ ACTOR MiniMissile
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Loop
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Loop
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Death:
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Death:
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SMIS A 0 Bright A_SetTranslucent(1,1)
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SMIS A 0 Bright A_SetTranslucent(1,1)
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SMIS A 0 Bright A_StopSoundEx("Voice")
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SMIS A 0 Bright // State left for savegame compatibility
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SMIS A 5 Bright A_Explode(64,64,1,1)
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SMIS A 5 Bright A_Explode(64,64,1,1)
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SMIS B 5 Bright
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SMIS B 5 Bright
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SMIS C 4 Bright
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SMIS C 4 Bright
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