- Increased the duration of respawn invulnerability by one second.

- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer 
  games, not just deathmatch, without the need for turning on
  alwaysapplydmflags.
- Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with
  alwaysapplydmflags turned on.
- Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items.
- Replaced the naive area sound implementation with one that takes into
  consideration the size and shape of the sector producing the sound. See
  the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
  the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
  S_Sound() for both names and IDs from now on.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@123 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2008-06-15 17:17:31 +00:00
parent f6a34dbbe0
commit 513aeb87b8
67 changed files with 637 additions and 460 deletions

View file

@ -321,11 +321,11 @@ static void StartFloorSound (sector_t *sec)
{
if (sec->seqType >= 0)
{
SN_StartSequence (sec, sec->seqType, SEQ_PLATFORM, 0, false);
SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
}
else
{
SN_StartSequence (sec, "Floor", 0, false);
SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0);
}
}