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authorTim Angus <tim@ngus.net>2005-10-18 19:12:38 +0000
committerTim Angus <tim@ngus.net>2005-10-18 19:12:38 +0000
commit6c07d101613ba773c5c8b0d02e8472e058f292c5 (patch)
tree5f9cc18ce39bc1caa23fd0984099c851773c7901
parent24c78e1f184a1b0abaa77b8d0cbcf229be222a71 (diff)
* Fix to the multiple sound bug introduced through fixing the missing flamer bug
-rw-r--r--src/cgame/cg_event.c31
1 files changed, 21 insertions, 10 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index fa46fe36..4d176096 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -936,10 +936,13 @@ CG_CheckEvents
*/
void CG_CheckEvents( centity_t *cent )
{
+ entity_event_t event;
+ entity_event_t oldEvent = EV_NONE;
+
// check for event-only entities
if( cent->currentState.eType > ET_EVENTS )
{
- entity_event_t event = cent->currentState.eType - ET_EVENTS;
+ event = cent->currentState.eType - ET_EVENTS;
if( cent->previousEvent )
return; // already fired
@@ -951,23 +954,31 @@ void CG_CheckEvents( centity_t *cent )
// Move the pointer to the entity that the
// event was originally attached to
if( cent->currentState.eFlags & EF_PLAYER_EVENT )
+ {
cent = &cg_entities[ cent->currentState.otherEntityNum ];
-
- cent->currentState.event = event;
+ oldEvent = cent->currentState.event;
+ cent->currentState.event = event;
+ }
}
+ else
+ {
+ // check for events riding with another entity
+ if( cent->currentState.event == cent->previousEvent )
+ return;
- // check for events riding with another entity
- if( cent->currentState.event == cent->previousEvent )
- return;
-
- cent->previousEvent = cent->currentState.event;
- if( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 )
- return;
+ cent->previousEvent = cent->currentState.event;
+ if( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 )
+ return;
+ }
// calculate the position at exactly the frame time
BG_EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
CG_SetEntitySoundPosition( cent );
CG_EntityEvent( cent, cent->lerpOrigin );
+
+ // If this was a reattached spilled event, restore the original event
+ if( oldEvent != EV_NONE )
+ cent->currentState.event = oldEvent;
}