no bullethole sounds for local player
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2021 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -590,7 +590,7 @@ VARP(bullethole, 0, 1, 1);
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VARP(bulletholettl, 0, 10000, 30000);
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VARP(bulletbouncesoundrad, 0, 15, 1000);
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bool addbullethole(const vec &from, const vec &to, float radius, bool noisy)
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bool addbullethole(dynent *d, const vec &from, const vec &to, float radius, bool noisy)
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{
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if(!bulletholettl || !bullethole) return false;
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vec surface, ray(to);
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@@ -602,7 +602,7 @@ bool addbullethole(const vec &from, const vec &to, float radius, bool noisy)
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o.add(ray.mul(dist));
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o.add(vec(surface).mul(0.005f));
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newparticle(o, surface, bulletholettl, 7);
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if(noisy && bulletbouncesound && bulletbouncesoundrad && o.dist(camera1->o) <= bulletbouncesoundrad) playsound(S_BULLETHIT, &o, SP_LOW);
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if(noisy && bulletbouncesound && bulletbouncesoundrad && d!=player1 && o.dist(camera1->o) <= bulletbouncesoundrad) playsound(S_BULLETHIT, &o, SP_LOW);
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return true;
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}
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