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- fixed SW: DoPlayerFall should only stop the scream sound, but nothing else.
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d6b17c0406
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3 changed files with 4 additions and 4 deletions
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@ -2114,7 +2114,7 @@ inline void PlaySound(int num, vec3_t *pos, Voc3D_Flags flags, int channel = 8,
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int _PlayerSound(int num, PLAYERp pp);
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int _PlayerSound(int num, PLAYERp pp);
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inline int PlayerSound(int num, int flags, PLAYERp pp) { return _PlayerSound(num, pp); }
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inline int PlayerSound(int num, int flags, PLAYERp pp) { return _PlayerSound(num, pp); }
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void StopPlayerSound(PLAYERp pp);
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void StopPlayerSound(PLAYERp pp, int which = -1);
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bool SoundValidAndActive(SPRITEp spr, int channel);
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bool SoundValidAndActive(SPRITEp spr, int channel);
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@ -3728,7 +3728,7 @@ DoPlayerFall(PLAYERp pp)
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PlaySound(DIGI_HITGROUND, pp, v3df_follow|v3df_dontpan);
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PlaySound(DIGI_HITGROUND, pp, v3df_follow|v3df_dontpan);
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}
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}
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StopPlayerSound(pp);
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StopPlayerSound(pp, DIGI_FALLSCREAM);
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// i any kind of crawl key get rid of recoil
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// i any kind of crawl key get rid of recoil
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if (DoPlayerTestCrawl(pp) || TEST_SYNC_KEY(pp, SK_CRAWL))
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if (DoPlayerTestCrawl(pp) || TEST_SYNC_KEY(pp, SK_CRAWL))
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@ -824,9 +824,9 @@ int _PlayerSound(int num, PLAYERp pp)
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return 0;
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return 0;
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}
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}
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void StopPlayerSound(PLAYERp pp)
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void StopPlayerSound(PLAYERp pp, int which)
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{
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{
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soundEngine->StopSound(SOURCE_Player, pp, CHAN_VOICE);
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soundEngine->StopSound(SOURCE_Player, pp, CHAN_VOICE, which);
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}
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}
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bool SoundValidAndActive(SPRITEp spr, int channel)
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bool SoundValidAndActive(SPRITEp spr, int channel)
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