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- do not use ovel to store a sound index.
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parent
05d8cee911
commit
1ab1852af8
3 changed files with 5 additions and 4 deletions
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@ -2800,8 +2800,8 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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{
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if (statstate)
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{
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if (!S_CheckSoundPlaying(actor->ovel.X))
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S_PlayActorSound(actor->ovel.X, actor);
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if (!S_CheckSoundPlaying(actor->tempsound))
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S_PlayActorSound(actor->tempsound, actor);
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}
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if ((!checkstat || !statstate) && (ud.monsters_off == 0 && sc->floorpal == 0 && (sc->floorstat & CSTAT_SECTOR_SKY) && rnd(8)))
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{
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@ -2817,7 +2817,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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}
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if (actor->spr.xvel <= 64 && statstate)
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S_StopSound(actor->ovel.X, actor);
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S_StopSound(actor->tempsound, actor);
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if ((sc->int_floorz() - sc->int_ceilingz()) < (108 << 8))
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{
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@ -1043,7 +1043,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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else if (actor->sector()->floorpal == 7) j = 456;
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else j = 75;
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}
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actor->ovel.X = j;
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actor->tempsound = j;
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}
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[[fallthrough]];
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case SE_30_TWO_WAY_TRAIN:
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@ -55,6 +55,7 @@ public:
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{
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int saved_ammo;
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int palvals;
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int tempsound;
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};
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int temp_data[6];
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// Some SE's stored indices in temp_data. For purposes of clarity avoid that. These variables are meant to store these elements now
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