mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 08:41:59 +00:00
April 19, 2006 (Changes by Graf Zahl)
- Fixed: Hexen had no default sound sequence for doors and passed a NULL pointer to SN_StartSequence in DoorSound. SVN r55 (trunk)
This commit is contained in:
parent
8e631eca0b
commit
b2b729fd37
2 changed files with 11 additions and 3 deletions
|
@ -1,3 +1,7 @@
|
|||
April 19, 2006 (Changes by Graf Zahl)
|
||||
- Fixed: Hexen had no default sound sequence for doors and passed a NULL
|
||||
pointer to SN_StartSequence in DoorSound.
|
||||
|
||||
April 18, 2006 (Changes by Graf Zahl)
|
||||
- Fixed A_CHolyAttack used linetarget to set the spirits' target actor.
|
||||
But it assumed that this variable was still valid from shooting the
|
||||
|
|
|
@ -215,10 +215,14 @@ void DDoor::DoorSound (bool raise) const
|
|||
{
|
||||
switch (gameinfo.gametype)
|
||||
{
|
||||
default:
|
||||
snd = NULL;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
|
||||
case GAME_Hexen:
|
||||
snd = "DoorNormal";
|
||||
break;
|
||||
|
||||
case GAME_Heretic:
|
||||
snd = raise ? "HereticDoorOpen" : "HereticDoorClose";
|
||||
break;
|
||||
|
|
Loading…
Reference in a new issue