underwater/tinnitus sound fixes

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3026 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2008-10-14 22:54:07 +00:00
parent 2f53b27d84
commit 21fb9dc784
+4 -4
View File
@@ -1618,8 +1618,8 @@ void updateaudio()
alcSuspendContext(context); // don't process sounds while we mess around
bool alive = player1->state!=CS_DEAD;
bool firstperson = camera1->type==ENT_PLAYER;
//bool alive = player1->state!=CS_DEAD;
bool firstperson = camera1==player1 || (player1->isspectating() && player1->spectatemode==SM_DEATHCAM);
// footsteps
updateplayerfootsteps(player1);
@@ -1631,11 +1631,11 @@ void updateaudio()
}
// water
bool underwater = alive && firstperson && hdr.waterlevel>player1->o.z+player1->aboveeye;
bool underwater = /*alive &&*/ firstperson && hdr.waterlevel>player1->o.z+player1->aboveeye;
updateloopsound(S_UNDERWATER, underwater);
// tinnitus
bool tinnitus = alive && firstperson && player1->eardamagemillis>0 && lastmillis<=player1->eardamagemillis;
bool tinnitus = /*alive &&*/ firstperson && player1->eardamagemillis>0 && lastmillis<=player1->eardamagemillis;
updateloopsound(S_TINNITUS, tinnitus);
// pitch fx