- do not use ovel to store a sound index.

This commit is contained in:
Christoph Oelckers 2022-02-06 22:59:30 +01:00
parent 05d8cee911
commit 1ab1852af8
3 changed files with 5 additions and 4 deletions

View file

@ -2800,8 +2800,8 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
{
if (statstate)
{
if (!S_CheckSoundPlaying(actor->ovel.X))
S_PlayActorSound(actor->ovel.X, actor);
if (!S_CheckSoundPlaying(actor->tempsound))
S_PlayActorSound(actor->tempsound, actor);
}
if ((!checkstat || !statstate) && (ud.monsters_off == 0 && sc->floorpal == 0 && (sc->floorstat & CSTAT_SECTOR_SKY) && rnd(8)))
{
@ -2817,7 +2817,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
}
if (actor->spr.xvel <= 64 && statstate)
S_StopSound(actor->ovel.X, actor);
S_StopSound(actor->tempsound, actor);
if ((sc->int_floorz() - sc->int_ceilingz()) < (108 << 8))
{

View file

@ -1043,7 +1043,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
else if (actor->sector()->floorpal == 7) j = 456;
else j = 75;
}
actor->ovel.X = j;
actor->tempsound = j;
}
[[fallthrough]];
case SE_30_TWO_WAY_TRAIN:

View file

@ -55,6 +55,7 @@ public:
{
int saved_ammo;
int palvals;
int tempsound;
};
int temp_data[6];
// Some SE's stored indices in temp_data. For purposes of clarity avoid that. These variables are meant to store these elements now