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Outdoor bullet puff fix is ignored for demos (to keep compatibily). Fast
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doors play close sound only once. Sounds are no longer cutoff on object removal.
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Slipyx committed Jan 31, 2012
1 parent 0426de7 commit 9818f8c
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Showing 3 changed files with 7 additions and 10 deletions.
2 changes: 1 addition & 1 deletion src/p_doors.c
Expand Up @@ -122,7 +122,7 @@ void T_VerticalDoor(vldoor_t *door)
case blazeClose:
door->sector->specialdata = NULL;
P_RemoveThinker(&door->thinker); // unlink and free
S_StartSound(&door->sector->soundorg, sfx_bdcls);
// JoshK: Don't play blaze close sound twice
break;

case normal:
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5 changes: 3 additions & 2 deletions src/p_map.c
Expand Up @@ -1112,8 +1112,9 @@ boolean PTR_ShootTraverse(intercept_t *in)

// it's a sky hack wall
if (li->backsector && li->backsector->ceilingpic == skyflatnum
// JoshK: Outdoor bullet puffs bug fix (partially)
&& li->backsector->ceilingheight < z)
// JoshK: Outdoor bullet puffs bug fix (Not in demos)
&& ((demorecording || demoplayback)
|| li->backsector->ceilingheight < z))
{
return false;
}
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10 changes: 3 additions & 7 deletions src/p_mobj.c
Expand Up @@ -594,17 +594,13 @@ void P_RemoveMobj (mobj_t* mobj)

// unlink from sector and block lists
P_UnsetThingPosition (mobj);

// stop any playing sound
S_StopSound (mobj);


// JoshK: Don't stop sound on object removal

// free block
P_RemoveThinker ((thinker_t*)mobj);
}




//
// P_RespawnSpecials
//
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