underwater/tinnitus sound fixes
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3026 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -1618,8 +1618,8 @@ void updateaudio()
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alcSuspendContext(context); // don't process sounds while we mess around
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bool alive = player1->state!=CS_DEAD;
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bool firstperson = camera1->type==ENT_PLAYER;
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//bool alive = player1->state!=CS_DEAD;
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bool firstperson = camera1==player1 || (player1->isspectating() && player1->spectatemode==SM_DEATHCAM);
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// footsteps
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updateplayerfootsteps(player1);
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@@ -1631,11 +1631,11 @@ void updateaudio()
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}
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// water
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bool underwater = alive && firstperson && hdr.waterlevel>player1->o.z+player1->aboveeye;
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bool underwater = /*alive &&*/ firstperson && hdr.waterlevel>player1->o.z+player1->aboveeye;
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updateloopsound(S_UNDERWATER, underwater);
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// tinnitus
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bool tinnitus = alive && firstperson && player1->eardamagemillis>0 && lastmillis<=player1->eardamagemillis;
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bool tinnitus = /*alive &&*/ firstperson && player1->eardamagemillis>0 && lastmillis<=player1->eardamagemillis;
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updateloopsound(S_TINNITUS, tinnitus);
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// pitch fx
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