}
// don't let monster sounds override player sounds
- if (ch->entnum == cl.viewentity && entnum != cl.viewentity)
+ if ((ch->entnum == cl.viewentity || ch->entnum == CL_VM_GetViewEntity()) && !(entnum == cl.viewentity || entnum == CL_VM_GetViewEntity()))
continue;
// don't override looped sounds
else
Matrix4x4_OriginFromMatrix(&cl.entities[ch->entnum].render.matrix, ch->origin);
}
+ else if (cl.csqc_server2csqcentitynumber[ch->entnum])
+ {
+ //Con_Printf("-- entnum %i (client %i) origin %f %f %f neworigin %f %f %f\n", ch->entnum, cl.csqc_server2csqcentitynumber[ch->entnum], ch->origin[0], ch->origin[1], ch->origin[2], cl.entities[ch->entnum].state_current.origin[0], cl.entities[ch->entnum].state_current.origin[1], cl.entities[ch->entnum].state_current.origin[2]);
+
+ if (!CL_VM_GetEntitySoundOrigin(cl.csqc_server2csqcentitynumber[ch->entnum] + MAX_EDICTS, ch->origin))
+ ch->entnum = MAX_EDICTS; // entity was removed, disown sound
+ }
}
mastervol = ch->basevolume;
// anything coming from the view entity will always be full volume
// LordHavoc: make sounds with ATTN_NONE have no spatialization
- if (ch->entnum == cl.viewentity || ch->distfade == 0)
+ if (ch->entnum == cl.viewentity || ch->entnum == CL_VM_GetViewEntity() || ch->distfade == 0)
{
ch->prologic_invert = 1;
if (snd_spatialization_prologic.integer != 0)
f = dist * ch->distfade;
f =
- ((snd_attenuation_exponent.value == 0) ? 1.0 : pow(1.0 - min(1.0, f), snd_attenuation_exponent.value))
+ ((snd_attenuation_exponent.value == 0) ? 1.0 : pow(1.0 - min(1.0, f), (double)snd_attenuation_exponent.value))
*
((snd_attenuation_decibel.value == 0) ? 1.0 : pow(0.1, 0.1 * snd_attenuation_decibel.value * f));
ch = &channels[channel_ind];
sfx = ch->sfx;
- if (ch->sfx != NULL)
+ if (sfx != NULL)
{
if (sfx->fetcher != NULL && sfx->fetcher->stopchannel != NULL)
sfx->fetcher->stopchannel(ch);
ch->fetcher_data = NULL;
ch->sfx = NULL;
+ if (freesfx)
+ S_FreeSfx(sfx, true);
}
if (lockmutex && !simsound)
SndSys_UnlockRenderBuffer();
- if (freesfx)
- S_FreeSfx(sfx, true);
}