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Fix sprite[-1] access when aborting playing a sound in Mapster's Sound Index.
Also a couple of other cleanup lines... might need more though, I'm not sure it's all good there. git-svn-id: https://svn.eduke32.com/eduke32@2278 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 11 additions and 6 deletions
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@ -285,13 +285,13 @@ void S_PlaySound(int32_t num)
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if (!SM32_havesound) return;
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if (SoundToggle==0) return;
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// if ((g_sounds[num].m&8) && ud.lockout) return;
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if (FX_VoiceAvailable(g_sounds[num].pr) == 0) return;
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if (num < 0 || num > MAXSOUNDS-1 || !g_sounds[num].filename)
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if ((unsigned)num >= MAXSOUNDS || !g_sounds[num].filename)
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{
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OSD_Printf("WARNING: invalid sound #%d\n",num);
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return;
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}
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// if ((g_sounds[num].m&8) && ud.lockout) return;
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if (FX_VoiceAvailable(g_sounds[num].pr) == 0) return;
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pitchs = g_sounds[num].ps;
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pitche = g_sounds[num].pe;
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@ -323,11 +323,13 @@ void S_PlaySound(int32_t num)
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}
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else
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{
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voice = FX_PlayAuto3D(g_sounds[ num ].ptr, g_sounds[num].soundsiz, pitch,0,255-LOUDESTVOLUME,g_sounds[num].pr, num);
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voice = FX_PlayAuto3D(g_sounds[num].ptr, g_sounds[num].soundsiz,
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pitch,0,255-LOUDESTVOLUME,g_sounds[num].pr, num);
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}
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if (voice >= FX_Ok)// return;
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if (voice >= FX_Ok)
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{
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g_sounds[num].SoundOwner[g_sounds[num].num].i = -1;
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g_sounds[num].SoundOwner[g_sounds[num].num].voice = voice;
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g_sounds[num].num++;
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return;
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@ -449,11 +451,14 @@ void S_Callback(uint32_t num)
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for (j=0; j<k; j++)
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{
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i = g_sounds[num].SoundOwner[j].i;
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if (i < 0)
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continue;
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if (sprite[i].picnum == MUSICANDSFX && sector[sprite[i].sectnum].lotag < 3 && sprite[i].lotag < 999)
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{
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// ActorExtra[i].temp_data[0] = 0;
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sprite[i].filler &= (~1);
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if ((j + 1) < k)
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if (j < k-1)
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{
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g_sounds[num].SoundOwner[j].voice = g_sounds[num].SoundOwner[k-1].voice;
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g_sounds[num].SoundOwner[j].i = g_sounds[num].SoundOwner[k-1].i;
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