- fixed problems with stopping sector effect sounds.

The old check only accounted for the case of trying to play a valid follow-up sound, but not for merely stopping the old one.
Restored the original check that was here.
This commit is contained in:
Christoph Oelckers 2020-10-10 18:11:26 +02:00
parent f9ab77f700
commit b142f33edd

View file

@ -75,7 +75,6 @@ int callsound(int sn, int whatsprite)
hittype[i].temp_data[0] = 0; hittype[i].temp_data[0] = 0;
} }
if (hittype[i].temp_data[0] == 0) if (hittype[i].temp_data[0] == 0)
{ {
if ((flags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL) if ((flags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL)
@ -92,7 +91,7 @@ int callsound(int sn, int whatsprite)
hittype[i].temp_data[0] = 1; hittype[i].temp_data[0] = 1;
} }
} }
else if (hival) else if (sprite[i].hitag < 1000)
{ {
if ((flags & SF_LOOP) || (sprite[i].hitag && sprite[i].hitag != sprite[i].lotag)) if ((flags & SF_LOOP) || (sprite[i].hitag && sprite[i].hitag != sprite[i].lotag))
S_StopSound(sprite[i].lotag, hittype[i].temp_data[5]); S_StopSound(sprite[i].lotag, hittype[i].temp_data[5]);