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When a momentary_door moves back to its starting position its movement sound is constantly restarted.
Note that momentary doors don't move back by themselves. They move back because an associated momentary_rot_button is set to auto return.
voidCMomentaryDoor::DoorMoveDone()
{
// Stop sounds at the next think, rather than here as another// Use call might immediately follow the end of this move//This think function will be replaced by LinearMove if that happens.SetThink(&CMomentaryDoor::StopMoveSound);
pev->nextthink = pev->ltime + 0.1f;
}
voidCMomentaryDoor::StopMoveSound()
{
STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving));
EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseArrived), 1, ATTN_NORM);
SetThink(nullptr);
}
When a
momentary_door
moves back to its starting position its movement sound is constantly restarted.Note that momentary doors don't move back by themselves. They move back because an associated
momentary_rot_button
is set to auto return.See this video for an example in
c2a3a
: https://www.youtube.com/watch?v=hxPLKSjcWZAThis bug was fixed in Source with this fix: https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/func_movelinear.cpp#L253-L256
The same can be done for GoldSource.
After this line:
halflife/dlls/doors.cpp
Line 901 in c7240b9
Add this:
Modify this:
halflife/dlls/doors.cpp
Lines 1048 to 1052 in c7240b9
To become this:
Not the same as #1235.
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