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splitscreen: don't wrongly change pitch for sounds originating from 2nd player.
For example, if the first one is underwater. git-svn-id: https://svn.eduke32.com/eduke32@2956 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -550,6 +550,13 @@ int32_t S_PlaySound3D(int32_t num, int32_t i, const vec3_t *pos)
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pitch = get_sound_pitch(num);
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peekps = g_player[screenpeek].ps;
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if (g_fakeMultiMode && ud.multimode==2)
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{
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// splitscreen HACK
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if (g_player[1].ps->i == i)
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peekps = g_player[1].ps;
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}
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if (peekps->sound_pitch)
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pitch += peekps->sound_pitch;
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