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- fixed sound playback for doors etc.
The play code locked out the MUSICANDSFX actor but never properly checked for the sound being finished. Fixes #87
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parent
76ba45ac8d
commit
4332d02885
1 changed files with 13 additions and 3 deletions
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@ -66,6 +66,16 @@ int callsound(int sn, int whatsprite)
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int snum = sprite[i].lotag;
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auto flags = S_GetUserFlags(snum);
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// Reset if the desired actor isn't playing anything.
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bool hival = S_IsSoundValid(sprite[i].hitag);
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if (hittype[i].temp_data[0] == 1 && !hival)
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{
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if (!S_CheckActorSoundPlaying(hittype[i].temp_data[5], snum))
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hittype[i].temp_data[0] = 0;
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}
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if (hittype[i].temp_data[0] == 0)
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{
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if ((flags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL)
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@ -73,7 +83,7 @@ int callsound(int sn, int whatsprite)
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if (snum)
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{
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if (sprite[i].hitag && snum != sprite[i].hitag)
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S_StopSound(sprite[i].hitag, hittype[i].temp_data[5]); // changed to only stop the sound on the same actor, not all of them.
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S_StopSound(sprite[i].hitag, hittype[i].temp_data[5]);
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S_PlayActorSound(snum, whatsprite);
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hittype[i].temp_data[5] = whatsprite;
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}
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@ -82,10 +92,10 @@ int callsound(int sn, int whatsprite)
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hittype[i].temp_data[0] = 1;
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}
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}
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else if (S_IsSoundValid(sprite[i].hitag))
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else if (hival)
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{
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if ((flags & SF_LOOP) || (sprite[i].hitag && sprite[i].hitag != sprite[i].lotag))
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S_StopSound(sprite[i].lotag, hittype[i].temp_data[5]); // changed to only stop the sound on the same actor, not all of them.
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S_StopSound(sprite[i].lotag, hittype[i].temp_data[5]);
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if (sprite[i].hitag) S_PlayActorSound(sprite[i].hitag, whatsprite);
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hittype[i].temp_data[0] = 0;
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hittype[i].temp_data[5] = whatsprite;
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