doom: fix blazing door sounds (from qu7uux)
blazing doors are a "fast" door type with its own sound effects, introduced in doom2. doom2 map 2 has one right at the beginning. this fixes two bugs: - when a closing blazing door is completely shut, the closing sound effect is erroneously played again (the first time being when it began closing). this gives the impression of two doors closing. - when reopening a closing blazing door (standing underneath a blazing door while it's closing), the sound effect for regular doors opening is played, instead of the one for blazing doors, because of a missing case in the switch statement.
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@ -115,12 +115,6 @@ void T_VerticalDoor (void *_door, void*)
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{
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case BlazeRaise:
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case BlazeClose:
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door->sector->specialdata = NULL;
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P_RemoveThinker (&door->thinker); // unlink and free
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S_StartSound((mobj_t *)&door->sector->soundorg,
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sfx_bdcls);
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break;
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case Normal:
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case Close:
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door->sector->specialdata = NULL;
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@ -143,7 +137,13 @@ void T_VerticalDoor (void *_door, void*)
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case BlazeClose:
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case Close: // DO NOT GO BACK UP!
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break;
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case BlazeRaise:
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door->direction = 1;
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S_StartSound((mobj_t *)&door->sector->soundorg,
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sfx_bdopn);
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break;
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default:
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door->direction = 1;
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S_StartSound((mobj_t *)&door->sector->soundorg,
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