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- Exhumed: Avoid masking bits into the sector index as well.
# Conflicts: # source/games/exhumed/src/player.cpp
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parent
9991e6665c
commit
d466ea155f
3 changed files with 5 additions and 5 deletions
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@ -1051,7 +1051,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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sprite[nPlayerSprite].yvel = 0;
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StopSpriteSound(nPlayerSprite);
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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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PlayFXAtXYZ(StaticSound[kSoundJonFDie], sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z, sprite[nPlayerSprite].sectnum, CHANF_NONE, 1); // CHECKME
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}
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else
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{
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@ -658,13 +658,13 @@ void PlayFX2(unsigned short nSound, short nSprite, int sectf, EChanFlags chanfla
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//
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//==========================================================================
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void PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector, EChanFlags chanflags)
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void PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector, EChanFlags chanflags, int sectf)
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{
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soundx = x;
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soundy = y;
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soundz = z;
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soundsect = nSector&0x3fff;
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PlayFX2(ax, -1, nSector & 0x4000, chanflags);
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soundsect = nSector;
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PlayFX2(ax, -1, sectf, chanflags);
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}
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//==========================================================================
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@ -132,7 +132,7 @@ void BendAmbientSound();
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void CheckAmbience(short nSector);
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void PlayFX2(unsigned short nSound, short nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE, int sprflags = 0);
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void PlayFXAtXYZ(unsigned short nSound, int x, int y, int z, int nSector, EChanFlags chanflags = CHANF_NONE);
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void PlayFXAtXYZ(unsigned short nSound, int x, int y, int z, int nSector, EChanFlags chanflags = CHANF_NONE, int sectf = 0);
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inline void D3PlayFX(unsigned short nSound, short nVal, short flags = 0)
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{
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PlayFX2(nSound, nVal, 0, CHANF_NONE, flags);
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