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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
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1 changed files with 6 additions and 1 deletions
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@ -2935,8 +2935,9 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
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{
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int playerNum = P_Get(otherSprite);
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#ifndef EDUKE32_STANDALONE
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A_PlaySound(PISTOL_BODYHIT, otherSprite);
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#endif
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if (pProj->workslike & PROJECTILE_SPIT)
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P_HandleBeingSpitOn(g_player[playerNum].ps);
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}
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@ -3341,8 +3342,10 @@ static int P_Submerge(int const spriteNum, int const playerNum, DukePlayer_t * c
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S_ClearSoundLocks();
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}
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#ifndef EDUKE32_STANDALONE
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if (sprite[pPlayer->i].extra > 0)
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A_PlaySound(DUKE_UNDERWATER, spriteNum);
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#endif
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pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].ceilingz;
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@ -3369,7 +3372,9 @@ static int P_Emerge(int const spriteNum, int const playerNum, DukePlayer_t * con
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S_ClearSoundLocks();
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}
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#ifndef EDUKE32_STANDALONE
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A_PlaySound(DUKE_GASP, spriteNum);
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#endif
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pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].floorz;
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pPlayer->vel.z = 0;
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