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- 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.
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1 changed files with 1 additions and 2 deletions
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@ -75,7 +75,6 @@ int callsound(int sn, int whatsprite)
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hittype[i].temp_data[0] = 0;
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hittype[i].temp_data[0] = 0;
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}
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}
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if (hittype[i].temp_data[0] == 0)
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if (hittype[i].temp_data[0] == 0)
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{
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{
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if ((flags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL)
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if ((flags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL)
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@ -92,7 +91,7 @@ int callsound(int sn, int whatsprite)
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hittype[i].temp_data[0] = 1;
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hittype[i].temp_data[0] = 1;
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}
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}
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}
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}
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else if (hival)
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else if (sprite[i].hitag < 1000)
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{
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{
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if ((flags & SF_LOOP) || (sprite[i].hitag && sprite[i].hitag != sprite[i].lotag))
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if ((flags & SF_LOOP) || (sprite[i].hitag && sprite[i].hitag != sprite[i].lotag))
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S_StopSound(sprite[i].lotag, hittype[i].temp_data[5]);
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S_StopSound(sprite[i].lotag, hittype[i].temp_data[5]);
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