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https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 02:30:46 +00:00
Uncomment sound calls
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parent
fe7cbf87b7
commit
bda7eb58f2
8 changed files with 27 additions and 22 deletions
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@ -1405,7 +1405,7 @@ void SetHiRes()
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void DoClockBeep()
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{
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for (int i = headspritestat[407]; i != -1; i = nextspritestat[i]) {
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// TODO PlayFX2(StaticSound[kSound74], i);
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PlayFX2(StaticSound[kSound74], i);
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}
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}
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@ -1421,7 +1421,7 @@ void DoRedAlert(int nVal)
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{
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if (nVal)
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{
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// TODO PlayFXAtXYZ(StaticSound[kSoundAlarm], sprite[i].x, sprite[i].y, sprite[i].z, sprite[i].sectnum);
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PlayFXAtXYZ(StaticSound[kSoundAlarm], sprite[i].x, sprite[i].y, sprite[i].z, sprite[i].sectnum);
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AddFlash(sprite[i].sectnum, sprite[i].x, sprite[i].y, sprite[i].z, 192);
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}
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}
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@ -2505,7 +2505,7 @@ void DoGameOverScene()
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Clip();
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videoNextPage();
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CinemaFadeIn();
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// TODO PlayGameOverSound();
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PlayGameOverSound();
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WaitAnyKey(3);
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FadeOut(0);
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SetOverscan(kenpal);
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@ -2544,7 +2544,7 @@ void DoTitle()
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videoNextPage();
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FadeIn();
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// TODO PlayLogoSound();
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PlayLogoSound();
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WaitAnyKey(2);
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@ -2588,7 +2588,7 @@ void DoTitle()
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WaitNoKey(2, KeyFn1);
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if (time(0) & 0xF) {
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// TODO PlayGameOverSound();
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PlayGameOverSound();
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}
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else {
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PlayLocalSound(StaticSound[61], 0);
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@ -3255,7 +3255,7 @@ int DoSpiritHead()
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if (esi < eax)
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{
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// SoundBigEntrance(); // TODO
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SoundBigEntrance();
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AddGlow(sprite[nSpiritSprite].sectnum, 20);
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AddFlash(
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sprite[nSpiritSprite].sectnum,
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@ -9,6 +9,7 @@
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#include "move.h"
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#include "trigdat.h"
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#include "init.h"
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#include "sound.h"
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#include <assert.h>
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#define kMaxFishes 128
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@ -348,7 +349,7 @@ void FuncFish(int a, int nDamage, int nRun)
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BuildFishLimb(nFish, i);
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}
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// TODO PlayFXAtXYZ(StaticSound[kSound40], sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
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PlayFXAtXYZ(StaticSound[kSound40], sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
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DestroyFish(nFish);
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}
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else
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@ -495,13 +495,11 @@ int CheckSectorSprites(short nSector, int nVal)
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if (sprite[nSprite].statnum == 100 && PlayerList[GetPlayerFromSprite(nSprite)].nHealth <= 0)
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{
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/* TODO
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PlayFXAtXYZ(StaticSound[kSoundJonFDie],
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sprite[nSprite].x,
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sprite[nSprite].y,
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sprite[nSprite].z,
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sprite[nSprite].sectnum | 0x40FF); // TODO - check last param??
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*/
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}
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}
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nSprite = nextspritesect[nSprite];
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@ -737,7 +735,7 @@ void FuncElev(int a, int b, int nRun)
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SetQuake(di, 30);
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}
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// TODO PlayFXAtXYZ(StaticSound[kSound26], sprite[di].x, sprite[di].y, sprite[di].z, sprite[di].sectnum);
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PlayFXAtXYZ(StaticSound[kSound26], sprite[di].x, sprite[di].y, sprite[di].z, sprite[di].sectnum);
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}
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if (var_18 & 0x4)
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@ -1500,7 +1498,7 @@ void DoFinale()
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if (!RandomSize(2))
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{
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// TODO PlayFX2(StaticSound[kSound78] | 0x2000, nFinaleSpr);
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PlayFX2(StaticSound[kSound78] | 0x2000, nFinaleSpr);
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for (int i = 0; i < nTotalPlayers; i++) {
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nQuake[i] = 1280;
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@ -1675,7 +1673,7 @@ void ExplodeEnergyBlock(int nSprite)
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sprite[nSprite].cstat = 0;
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sprite[nSprite].xrepeat = 100;
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// TODO PlayFX2(StaticSound[kSound78], nSprite);
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PlayFX2(StaticSound[kSound78], nSprite);
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sprite[nSprite].xrepeat = 0;
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@ -1888,7 +1886,7 @@ void ExplodeScreen(short nSprite)
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}
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sprite[nSprite].cstat = 0x8000;
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// TODO PlayFX2(StaticSound[kSound78], nSprite);
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PlayFX2(StaticSound[kSound78], nSprite);
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}
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void FuncObject(int a, int b, int nRun)
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@ -1275,7 +1275,7 @@ void FuncPlayer(int pA, int nDamage, int nRun)
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sprite[nPlayerSprite].yvel = 0;
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StopSpriteSound(nPlayerSprite);
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// TODO PlayFXAtXYZ(StaticSound[kSoundJonFDie], sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum |= 0x4000); // CHECKME
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PlayFXAtXYZ(StaticSound[kSoundJonFDie], sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum |= 0x4000); // CHECKME
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}
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else
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{
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@ -1350,7 +1350,7 @@ void FuncPlayer(int pA, int nDamage, int nRun)
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{
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if (nPlayerPushSect[nPlayer] > -1)
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{
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// TODO StopSpriteSound(sBlockInfo[sector[nPlayerPushSect[nPlayer]].extra].nSprite);
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StopSpriteSound(sBlockInfo[sector[nPlayerPushSect[nPlayer]].extra].nSprite);
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}
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nPlayerPushSound[nPlayer] = -1;
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@ -11,6 +11,7 @@
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#include "trigdat.h"
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#include "anims.h"
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#include "player.h"
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#include "sound.h"
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#include <assert.h>
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#define kMaxQueens 1
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@ -988,7 +989,7 @@ void FuncQueenHead(int a, int nDamage, int nRun)
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if ((nMov & 0x3FFF) == nTarget)
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{
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runlist_DamageEnemy(nTarget, nSprite, 10);
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// TODO D3PlayFX((StaticSound[kSoundQTail] | 0x2000)) & 0xFFFF, nSprite);
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D3PlayFX((StaticSound[kSoundQTail] | 0x2000) & 0xFFFF, nSprite);
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sprite[nSprite].ang += RandomSize(9) + 768;
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sprite[nSprite].ang &= kAngleMask;
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@ -1573,14 +1574,12 @@ void FuncQueen(int a, int nDamage, int nRun)
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sprite[nChunkSprite].picnum = 3126;
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sprite[nChunkSprite].yrepeat = 100;
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sprite[nChunkSprite].xrepeat = 100;
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/* TODO
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PlayFXAtXYZ(
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StaticSound[40],
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sprite[nSprite].x,
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sprite[nSprite].y,
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sprite[nSprite].z,
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sprite[nSprite].sectnum);
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*/
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BuildQueenHead(nQueen);
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QueenList[nQueen].nAction++;
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@ -234,7 +234,7 @@ int BuildSnake(short nPlayer, short zVal)
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}
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}
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// TODO D3PlayFX(StaticSound[kSound6], var_24);
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D3PlayFX(StaticSound[kSound6], var_24);
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}
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return nSprite;
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@ -116,4 +116,10 @@ void StopSpriteSound(short nSprite);
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void StartSwirlies();
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void UpdateSwirlies();
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void PlayLogoSound(void);
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void PlayTitleSound(void);
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void PlayGameOverSound(void);
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void SoundBigEntrance(void);
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#endif
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@ -4,6 +4,7 @@
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#include "runlist.h"
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#include "engine.h"
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#include "player.h"
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#include "sound.h"
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#include <string.h>
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#include <assert.h>
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@ -273,7 +274,7 @@ void FuncSwStepOn(int a, int, int nRun)
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if (var_14 != sRunChannels[nChannel].c)
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{
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short nWall = sector[nSector].wallptr;
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// TODO PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, sector[nSector].floorz, nSector);
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PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, sector[nSector].floorz, nSector);
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assert(sRunChannels[nChannel].c < 8);
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@ -439,7 +440,7 @@ void FuncSwPressSector(int a, int, int nRun)
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if (SwitchData[nSwitch].field_12)
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{
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short nSprite = PlayerList[nPlayer].nSprite;
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// TODO PlayFXAtXYZ(StaticSound[nSwitchSound], sprite[nSprite].x, sprite[nSprite].y, 0, sprite[nSprite].sectnum);
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PlayFXAtXYZ(StaticSound[nSwitchSound], sprite[nSprite].x, sprite[nSprite].y, 0, sprite[nSprite].sectnum);
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StatusMessage(300, "YOU NEED THE KEY FOR THIS DOOR");
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}
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@ -516,7 +517,7 @@ void FuncSwPressWall(int a, int, int nRun)
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short nWall = SwitchData[nSwitch].nWall;
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short nSector = SwitchData[nSwitch].nSector; // CHECKME - where is this set??
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// TODO PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, 0, nSector);
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PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, 0, nSector);
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return;
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}
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