Amend r3822 ("Make deletion of an amb. sound MUSICANDSFX stop its sound again.")

We shouldn't be using its actor[].t_data[8] because that one is used by the
sprite rotation-fixing system (which fixes STAT_FX sprites to the positions
relative to the pivot, too).
Test case source/lunatic/test/delmusicsfx.lua still passes with this
modification.

git-svn-id: https://svn.eduke32.com/eduke32@4352 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2014-02-22 19:38:53 +00:00
parent b8bd2069ea
commit f077d57547
2 changed files with 5 additions and 6 deletions

View file

@ -606,7 +606,7 @@ void A_DeleteSprite(int32_t s)
A_DeleteLight(s); A_DeleteLight(s);
#endif #endif
if (sprite[s].picnum == MUSICANDSFX && actor[s].t_data[8]==1) if (sprite[s].picnum == MUSICANDSFX && actor[s].t_data[0]==1)
{ {
// AMBIENT_SFX_PLAYING // AMBIENT_SFX_PLAYING
S_StopEnvSound(sprite[s].lotag, s); S_StopEnvSound(sprite[s].lotag, s);
@ -1417,15 +1417,14 @@ ACTOR_STATIC void G_MoveFX(void)
g_sounds[s->lotag].m |= SF_LOOP; g_sounds[s->lotag].m |= SF_LOOP;
A_PlaySound(s->lotag,i); A_PlaySound(s->lotag,i);
g_sounds[s->lotag].m = om; g_sounds[s->lotag].m = om;
T1 = 1; T1 = 1; // AMBIENT_SFX_PLAYING
T9 = 1; // AMBIENT_SFX_PLAYING
} }
else if (x >= ht && T1 == 1) else if (x >= ht && T1 == 1)
{ {
// Stop playing ambience sound because we're out of its range. // Stop playing ambience sound because we're out of its range.
// T1 will be reset in sounds.c: CLEAR_SOUND_T0
// T1 = 0; // T1 = 0;
T9 = 0;
S_StopEnvSound(s->lotag,i); S_StopEnvSound(s->lotag,i);
} }
} }

View file

@ -363,8 +363,8 @@ void S_Cleanup(void)
g_sounds[num].num--; g_sounds[num].num--;
// MUSICANDSFX uses t_data[0] to control restarting the sound // MUSICANDSFX uses t_data[0] to control restarting the sound
// ST_2_UNDERWATER // CLEAR_SOUND_T0
if (i != -1 && S_IsAmbientSFX(i) && sector[sprite[i].sectnum].lotag < 3) if (i != -1 && S_IsAmbientSFX(i) && sector[sprite[i].sectnum].lotag < 3) // ST_2_UNDERWATER
actor[i].t_data[0] = 0; actor[i].t_data[0] = 0;
g_sounds[num].SoundOwner[j].ow = -1; g_sounds[num].SoundOwner[j].ow = -1;