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- the sound compatibility flags do not need level support.

They are intentionally omitted from both MAPINFO and compatibility settings.
This removes the last place where it still went through the map-modified versions of the compatflags.
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coelckers committed Jan 11, 2019
1 parent e68b3f6 commit 02c9899ed3965c3a204edfc7056437b4a5e3665d
Showing with 9 additions and 12 deletions.
  1. +9 −12 src/s_sound.cpp
@@ -990,22 +990,19 @@ static FSoundChan *S_StartSound(FLevelLocals *Level, AActor *actor, const sector
{
return nullptr;
}

if (Level != nullptr)

if (compatflags & COMPATF_MAGICSILENCE)
{ // For people who just can't play without a silent BFG.
channel = CHAN_WEAPON;
}
else if ((chanflags & CHAN_MAYBE_LOCAL) && (compatflags & COMPATF_SILENTPICKUP))
{
if (Level->i_compatflags & COMPATF_MAGICSILENCE)
{ // For people who just can't play without a silent BFG.
channel = CHAN_WEAPON;
}
else if ((chanflags & CHAN_MAYBE_LOCAL) && (Level->i_compatflags & COMPATF_SILENTPICKUP))
if (actor != nullptr && actor != players[consoleplayer].camera)
{
if (actor != nullptr && actor != players[consoleplayer].camera)
{
return nullptr;
}
return nullptr;
}
}

sfx = &S_sfx[sound_id];

// Scale volume according to SNDINFO data.

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