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- fixed: A_StartSound was still masking the sound channel value for checking if it plays something.
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5425aa979d
commit
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1 changed files with 2 additions and 2 deletions
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@ -470,14 +470,14 @@ void A_StartSound(AActor *self, int soundid, int channel, int flags, double volu
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{
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{
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if (!looping)
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if (!looping)
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{
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{
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if (!(flags & CHANF_NOSTOP) || !S_IsActorPlayingSomething(self, channel & 7, soundid))
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if (!(flags & CHANF_NOSTOP) || !S_IsActorPlayingSomething(self, channel, soundid))
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{
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{
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S_PlaySoundPitch(self, channel, EChanFlags::FromInt(flags), soundid, (float)volume, (float)attenuation, local, (float)pitch);
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S_PlaySoundPitch(self, channel, EChanFlags::FromInt(flags), soundid, (float)volume, (float)attenuation, local, (float)pitch);
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}
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}
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}
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}
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else
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else
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{
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{
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if (!S_IsActorPlayingSomething(self, channel & 7, soundid))
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if (!S_IsActorPlayingSomething(self, channel, soundid))
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{
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{
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S_PlaySoundPitch(self, channel, EChanFlags::FromInt(flags) | CHANF_LOOP, soundid, (float)volume, (float)attenuation, local, (float)pitch);
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S_PlaySoundPitch(self, channel, EChanFlags::FromInt(flags) | CHANF_LOOP, soundid, (float)volume, (float)attenuation, local, (float)pitch);
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}
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}
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