- ported the remaining S_PlaySound3D calls

This commit is contained in:
Christoph Oelckers 2022-09-13 19:49:25 +02:00
parent 4956062b22
commit bda3a38ed9
3 changed files with 3 additions and 3 deletions

View file

@ -550,7 +550,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
if ((krand() & 255) < 4)
{
S_PlaySound3D(PISTOL_RICOCHET, spark, hit.int_hitpos());
S_PlaySound3D(PISTOL_RICOCHET, spark, hit.hitpos);
}
}

View file

@ -445,7 +445,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
if ((krand() & 255) < 10)
{
S_PlaySound3D(PISTOL_RICOCHET, spark, hit.int_hitpos());
S_PlaySound3D(PISTOL_RICOCHET, spark, hit.hitpos);
}
}

View file

@ -538,7 +538,7 @@ int S_PlaySound(int sndnum, int channel, EChanFlags flags, float vol)
int S_PlayActorSound(int soundNum, DDukeActor* actor, int channel, EChanFlags flags)
{
return (actor == nullptr ? S_PlaySound(soundNum, channel, flags) :
S_PlaySound3D(soundNum, actor, actor->int_pos(), channel, flags));
S_PlaySound3D(soundNum, actor, actor->spr.pos, channel, flags));
}
void S_StopSound(int sndNum, DDukeActor* actor, int channel)