Disable a few more hard-coded sounds in EDUKE32_STANDALONE builds

git-svn-id: https://svn.eduke32.com/eduke32@6975 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2018-09-01 19:36:20 +00:00
parent 2738d8e2a4
commit 8d72c6e5c5

View file

@ -2935,8 +2935,9 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
{
int playerNum = P_Get(otherSprite);
#ifndef EDUKE32_STANDALONE
A_PlaySound(PISTOL_BODYHIT, otherSprite);
#endif
if (pProj->workslike & PROJECTILE_SPIT)
P_HandleBeingSpitOn(g_player[playerNum].ps);
}
@ -3341,8 +3342,10 @@ static int P_Submerge(int const spriteNum, int const playerNum, DukePlayer_t * c
S_ClearSoundLocks();
}
#ifndef EDUKE32_STANDALONE
if (sprite[pPlayer->i].extra > 0)
A_PlaySound(DUKE_UNDERWATER, spriteNum);
#endif
pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].ceilingz;
@ -3369,7 +3372,9 @@ static int P_Emerge(int const spriteNum, int const playerNum, DukePlayer_t * con
S_ClearSoundLocks();
}
#ifndef EDUKE32_STANDALONE
A_PlaySound(DUKE_GASP, spriteNum);
#endif
pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].floorz;
pPlayer->vel.z = 0;