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- SW: silence an apparently misplaced ambient sound in level 9.
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parent
73df144f65
commit
6549f05127
2 changed files with 10 additions and 2 deletions
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@ -370,6 +370,11 @@ void InitLevel(MapRecord *maprec)
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// clear accidental one-sided flag off yet another key card.
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if (sprite[333].picnum == 1774 && sprite[333].cstat == 81) sprite[333].cstat &= ~64;
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}
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if (!maprec->labelName.CompareNoCase("$outpost") && !maprec->name.CompareNoCase("$TXTS_MAP09"))
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{
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// clear accidental one-sided flag off yet another key card.
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if (sprite[442].picnum == ST1 && sprite[442].hitag == 1002 && sprite[442].lotag == 31) sprite[442].lotag = -1;
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}
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SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
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STAT_NewLevel(currentLevel->fileName);
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Player[0].angle.ang = buildang(ang);
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@ -249,8 +249,11 @@ void InitAmbient(int num, SPRITEp sp)
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// Ambient sounds need special treatment
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if (num < 0 || num > MAX_AMBIENT_SOUNDS)
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{
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sprintf(ds, "Invalid or out of range ambient sound number %d\n", num);
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PutStringInfo(Player + screenpeek, ds);
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if (num != -1) // skip message for -1 to allow using it for silencing buggy ambient sound sprites (there is one in SW level 9.)
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{
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sprintf(ds, "Invalid or out of range ambient sound number %d\n", num);
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PutStringInfo(Player + screenpeek, ds);
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}
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return;
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}
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auto vnum = ambarray[num].diginame;
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