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- PlaySound calls in DoGet.
This commit is contained in:
parent
6f8480ebc3
commit
580b7002fb
1 changed files with 41 additions and 41 deletions
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@ -5326,7 +5326,7 @@ DoGet(DSWActor* actor)
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u->WaitTics -= ACTORMOVETICS * 2;
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if (u->WaitTics <= 0)
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{
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PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
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PlaySound(DIGI_ITEM_SPAWN, actor, v3df_none);
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DoSpawnItemTeleporterEffect(sp);
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RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
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}
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@ -5415,7 +5415,7 @@ KeyMain:
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pp->HasKey[key_num] = true;
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_KEY, sp, v3df_dontpan);
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PlaySound(DIGI_KEY, actor, v3df_dontpan);
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// don't kill keys in coop
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if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
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@ -5444,7 +5444,7 @@ KeyMain:
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}
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_BIGITEM, sp, v3df_dontpan);
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PlaySound(DIGI_BIGITEM, actor, v3df_dontpan);
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// override for respawn mode
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if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
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@ -5479,7 +5479,7 @@ KeyMain:
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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// override for respawn mode
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if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
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@ -5516,7 +5516,7 @@ KeyMain:
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_BIGITEM, sp, v3df_dontpan);
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PlaySound(DIGI_BIGITEM, actor, v3df_dontpan);
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// override for respawn mode
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if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
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@ -5542,7 +5542,7 @@ KeyMain:
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PlayerUpdateInventory(pp, INVENTORY_MEDKIT);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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// override for respawn mode
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if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.NoRespawn)
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@ -5565,7 +5565,7 @@ KeyMain:
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PlayerUpdateInventory(pp, INVENTORY_CHEMBOMB);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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break;
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@ -5580,7 +5580,7 @@ KeyMain:
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PlayerUpdateInventory(pp, INVENTORY_FLASHBOMB);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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break;
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@ -5597,7 +5597,7 @@ KeyMain:
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PlayerUpdateInventory(pp, INVENTORY_CALTROPS);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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break;
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@ -5611,7 +5611,7 @@ KeyMain:
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PlayerUpdateInventory(pp, INVENTORY_NIGHT_VISION);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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break;
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@ -5624,7 +5624,7 @@ KeyMain:
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PlayerUpdateInventory(pp, INVENTORY_REPAIR_KIT);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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// don't kill repair kit in coop
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if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
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@ -5641,7 +5641,7 @@ KeyMain:
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pp->InventoryAmount[INVENTORY_ENVIRON_SUIT] = 1;
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PlayerUpdateInventory(pp, INVENTORY_ENVIRON_SUIT);
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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break;
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@ -5655,7 +5655,7 @@ KeyMain:
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PlayerUpdateInventory(pp, INVENTORY_CLOAK);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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}
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break;
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@ -5676,7 +5676,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_STAR, DamageData[WPN_STAR].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetWeapon(actor);
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if (TEST(pp->WpnFlags, BIT(WPN_STAR)))
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break;
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@ -5703,7 +5703,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_MINE, DamageData[WPN_MINE].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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ChoosePlayerGetSound(pp);
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KillGetWeapon(actor);
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if (TEST(pp->WpnFlags, BIT(WPN_MINE)))
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@ -5733,7 +5733,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetWeapon(actor);
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if (TEST(pp->WpnFlags, BIT(WPN_UZI)) && TEST(pp->Flags, PF_TWO_UZI))
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@ -5770,7 +5770,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetAmmo(actor);
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break;
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@ -5789,7 +5789,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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ChoosePlayerGetSound(pp);
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KillGetWeapon(actor);
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if (TEST(pp->WpnFlags, BIT(WPN_MICRO)))
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@ -5811,7 +5811,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetAmmo(actor);
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break;
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@ -5823,7 +5823,7 @@ KeyMain:
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pp->WpnRocketNuke =uint8_t(DamageData[DMG_NUCLEAR_EXP].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
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PlayerSound(DIGI_ILIKENUKES, v3df_dontpan|v3df_doppler|v3df_follow,pp);
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if (pp->CurWpn == pp->Wpn[WPN_MICRO])
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@ -5856,7 +5856,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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//ChoosePlayerGetSound(pp);
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if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
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PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
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@ -5880,7 +5880,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetAmmo(actor);
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break;
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@ -5888,7 +5888,7 @@ KeyMain:
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case ICON_ROCKET:
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pp->WpnAmmo[WPN_ROCKET] += 15;
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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if (TEST(pp->WpnFlags, BIT(WPN_ROCKET)))
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break;
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@ -5905,7 +5905,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_ROCKET, 20);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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break;
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#endif
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@ -5925,7 +5925,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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if (pp == Player+myconnectindex)
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{
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if (STD_RANDOM_RANGE(1000) > 700)
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@ -5956,7 +5956,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetAmmo(actor);
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break;
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@ -5974,7 +5974,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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ChoosePlayerGetSound(pp);
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KillGetWeapon(actor);
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if (TEST(pp->WpnFlags, BIT(WPN_SHOTGUN)))
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@ -5996,7 +5996,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetAmmo(actor);
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break;
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@ -6009,7 +6009,7 @@ KeyMain:
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pp->WpnShotgunAuto = 50;
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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if (pp->CurWpn == pp->Wpn[WPN_SHOTGUN])
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{
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@ -6040,7 +6040,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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//ChoosePlayerGetSound(pp);
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if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
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PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
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@ -6066,7 +6066,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetAmmo(actor);
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break;
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@ -6085,7 +6085,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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//ChoosePlayerGetSound(pp);
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if (STD_RANDOM_RANGE(1000) > 800 && pp == Player+myconnectindex)
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PlayerSound(DIGI_LIKEBIGWEAPONS, v3df_dontpan|v3df_doppler|v3df_follow,pp);
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@ -6113,7 +6113,7 @@ KeyMain:
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PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGetAmmo(actor);
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break;
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@ -6125,7 +6125,7 @@ KeyMain:
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pp->WpnRocketHeat = uint8_t(DamageData[DMG_NUCLEAR_EXP].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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KillGet(actor);
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if (pp->CurWpn == pp->Wpn[WPN_MICRO])
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@ -6149,7 +6149,7 @@ KeyMain:
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{
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if (sp->pal == sprite[pp->PlayerSprite].pal) break; // Can't pick up your own flag!
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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PlaySound(DIGI_ITEM, actor, v3df_dontpan);
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DSWActor* actorNew;
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if (sp->hitag == TAG_NORESPAWN_FLAG)
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@ -6700,7 +6700,7 @@ void ActorWarpUpdatePos(DSWActor* actor, short sectnum)
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DoActorZrange(actor);
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}
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void MissileWarpType(DSWActor* sp, DSWActor* act_warp)
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void MissileWarpType(DSWActor* actor, DSWActor* act_warp)
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{
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auto sp_warp = &act_warp->s();
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switch (SP_TAG1(sp_warp))
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@ -6715,13 +6715,13 @@ void MissileWarpType(DSWActor* sp, DSWActor* act_warp)
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case 1:
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break;
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default:
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PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
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DoSpawnItemTeleporterEffect(&sp->s());
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PlaySound(DIGI_ITEM_SPAWN, actor, v3df_none);
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DoSpawnItemTeleporterEffect(&actor->s());
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break;
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}
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}
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void ActorWarpType(DSWActor* sp, DSWActor* act_warp)
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void ActorWarpType(DSWActor* actor, DSWActor* act_warp)
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{
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auto sp_warp = &act_warp->s();
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switch (SP_TAG3(sp_warp))
|
||||
|
@ -6729,8 +6729,8 @@ void ActorWarpType(DSWActor* sp, DSWActor* act_warp)
|
|||
case 1:
|
||||
break;
|
||||
default:
|
||||
PlaySound(DIGI_ITEM_SPAWN, sp, v3df_none);
|
||||
DoSpawnTeleporterEffectPlace(sp);
|
||||
PlaySound(DIGI_ITEM_SPAWN, actor, v3df_none);
|
||||
DoSpawnTeleporterEffectPlace(actor);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue