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.
This commit is contained in:
cinap_lenrek 2016-06-30 17:13:47 +02:00
parent dab539cd14
commit ca8ca008f4

View file

@ -115,12 +115,6 @@ void T_VerticalDoor (void *_door, void*)
{
case BlazeRaise:
case BlazeClose:
door->sector->specialdata = NULL;
P_RemoveThinker (&door->thinker); // unlink and free
S_StartSound((mobj_t *)&door->sector->soundorg,
sfx_bdcls);
break;
case Normal:
case Close:
door->sector->specialdata = NULL;
@ -143,7 +137,13 @@ void T_VerticalDoor (void *_door, void*)
case BlazeClose:
case Close: // DO NOT GO BACK UP!
break;
case BlazeRaise:
door->direction = 1;
S_StartSound((mobj_t *)&door->sector->soundorg,
sfx_bdopn);
break;
default:
door->direction = 1;
S_StartSound((mobj_t *)&door->sector->soundorg,