- fixed SW: DoPlayerFall should only stop the scream sound, but nothing else.

This commit is contained in:
Christoph Oelckers 2020-03-01 09:59:52 +01:00
parent d6b17c0406
commit 809d2fc555
3 changed files with 4 additions and 4 deletions

View file

@ -2114,7 +2114,7 @@ inline void PlaySound(int num, vec3_t *pos, Voc3D_Flags flags, int channel = 8,
int _PlayerSound(int num, PLAYERp pp);
inline int PlayerSound(int num, int flags, PLAYERp pp) { return _PlayerSound(num, pp); }
void StopPlayerSound(PLAYERp pp);
void StopPlayerSound(PLAYERp pp, int which = -1);
bool SoundValidAndActive(SPRITEp spr, int channel);

View file

@ -3728,7 +3728,7 @@ DoPlayerFall(PLAYERp pp)
PlaySound(DIGI_HITGROUND, pp, v3df_follow|v3df_dontpan);
}
StopPlayerSound(pp);
StopPlayerSound(pp, DIGI_FALLSCREAM);
// i any kind of crawl key get rid of recoil
if (DoPlayerTestCrawl(pp) || TEST_SYNC_KEY(pp, SK_CRAWL))

View file

@ -824,9 +824,9 @@ int _PlayerSound(int num, PLAYERp pp)
return 0;
}
void StopPlayerSound(PLAYERp pp)
void StopPlayerSound(PLAYERp pp, int which)
{
soundEngine->StopSound(SOURCE_Player, pp, CHAN_VOICE);
soundEngine->StopSound(SOURCE_Player, pp, CHAN_VOICE, which);
}
bool SoundValidAndActive(SPRITEp spr, int channel)