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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
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2 changed files with 5 additions and 6 deletions
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@ -606,7 +606,7 @@ void A_DeleteSprite(int32_t s)
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A_DeleteLight(s);
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A_DeleteLight(s);
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#endif
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#endif
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if (sprite[s].picnum == MUSICANDSFX && actor[s].t_data[8]==1)
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if (sprite[s].picnum == MUSICANDSFX && actor[s].t_data[0]==1)
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{
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{
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// AMBIENT_SFX_PLAYING
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// AMBIENT_SFX_PLAYING
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S_StopEnvSound(sprite[s].lotag, s);
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S_StopEnvSound(sprite[s].lotag, s);
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@ -1417,15 +1417,14 @@ ACTOR_STATIC void G_MoveFX(void)
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g_sounds[s->lotag].m |= SF_LOOP;
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g_sounds[s->lotag].m |= SF_LOOP;
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A_PlaySound(s->lotag,i);
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A_PlaySound(s->lotag,i);
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g_sounds[s->lotag].m = om;
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g_sounds[s->lotag].m = om;
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T1 = 1;
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T1 = 1; // AMBIENT_SFX_PLAYING
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T9 = 1; // AMBIENT_SFX_PLAYING
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}
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}
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else if (x >= ht && T1 == 1)
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else if (x >= ht && T1 == 1)
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{
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{
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// Stop playing ambience sound because we're out of its range.
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// Stop playing ambience sound because we're out of its range.
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// T1 will be reset in sounds.c: CLEAR_SOUND_T0
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// T1 = 0;
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// T1 = 0;
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T9 = 0;
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S_StopEnvSound(s->lotag,i);
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S_StopEnvSound(s->lotag,i);
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}
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}
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}
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}
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@ -363,8 +363,8 @@ void S_Cleanup(void)
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g_sounds[num].num--;
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g_sounds[num].num--;
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// MUSICANDSFX uses t_data[0] to control restarting the sound
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// MUSICANDSFX uses t_data[0] to control restarting the sound
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// ST_2_UNDERWATER
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// CLEAR_SOUND_T0
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if (i != -1 && S_IsAmbientSFX(i) && sector[sprite[i].sectnum].lotag < 3)
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if (i != -1 && S_IsAmbientSFX(i) && sector[sprite[i].sectnum].lotag < 3) // ST_2_UNDERWATER
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actor[i].t_data[0] = 0;
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actor[i].t_data[0] = 0;
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g_sounds[num].SoundOwner[j].ow = -1;
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g_sounds[num].SoundOwner[j].ow = -1;
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