- fixed: With P_ExplodeMissile now working properly it is no longer valid to terminate a looping sound in a missile's death state because it now gets called after the death sound has been started.

This commit is contained in:
Christoph Oelckers 2014-11-25 16:49:27 +01:00
parent 4a3427fe50
commit 6665ac5837
3 changed files with 3 additions and 3 deletions

View file

@ -99,7 +99,7 @@ ACTOR CrusaderMissile
Loop Loop
Death: Death:
SMIS A 0 Bright A_SetTranslucent(1,1) SMIS A 0 Bright A_SetTranslucent(1,1)
SMIS A 5 Bright A_StopSoundEx("Voice") SMIS A 5 Bright
SMIS B 5 Bright SMIS B 5 Bright
SMIS C 4 Bright SMIS C 4 Bright
SMIS DEFG 2 Bright SMIS DEFG 2 Bright

View file

@ -85,7 +85,7 @@ ACTOR BishopMissile
Loop Loop
Death: Death:
SMIS A 0 Bright A_SetTranslucent(1,1) SMIS A 0 Bright A_SetTranslucent(1,1)
SMIS A 0 Bright A_StopSoundEx("Voice") SMIS A 0 Bright // State left for savegame compatibility
SMIS A 5 Bright A_Explode(64,64,1,1) SMIS A 5 Bright A_Explode(64,64,1,1)
SMIS B 5 Bright SMIS B 5 Bright
SMIS C 4 Bright SMIS C 4 Bright

View file

@ -390,7 +390,7 @@ ACTOR MiniMissile
Loop Loop
Death: Death:
SMIS A 0 Bright A_SetTranslucent(1,1) SMIS A 0 Bright A_SetTranslucent(1,1)
SMIS A 0 Bright A_StopSoundEx("Voice") SMIS A 0 Bright // State left for savegame compatibility
SMIS A 5 Bright A_Explode(64,64,1,1) SMIS A 5 Bright A_Explode(64,64,1,1)
SMIS B 5 Bright SMIS B 5 Bright
SMIS C 4 Bright SMIS C 4 Bright