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
This commit is contained in:
helixhorned 2012-08-22 22:50:32 +00:00
parent 481a986a30
commit 95de2abb3a

View file

@ -550,6 +550,13 @@ int32_t S_PlaySound3D(int32_t num, int32_t i, const vec3_t *pos)
pitch = get_sound_pitch(num); pitch = get_sound_pitch(num);
peekps = g_player[screenpeek].ps; peekps = g_player[screenpeek].ps;
if (g_fakeMultiMode && ud.multimode==2)
{
// splitscreen HACK
if (g_player[1].ps->i == i)
peekps = g_player[1].ps;
}
if (peekps->sound_pitch) if (peekps->sound_pitch)
pitch += peekps->sound_pitch; pitch += peekps->sound_pitch;