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Re-arrange channels. PLAYER channel sounds will now trigger even on a channel thats in use (stops sound glitching too badly if doors etc are nearby)
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+4
-1
@@ -662,7 +662,10 @@ void game2_triggerevent(int id)
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else if(EventActions[i].Action == 1) // Change area name
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sprintf(areaname,"%s",Areas[EventActions[i].ActionValue].name);
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else if(EventActions[i].Action == 2) // Play sound
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sound_pcm_playsample_ifidle(EventActions[i].ActionTarget,EventActions[i].ActionValue);
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if(EventActions[i].ActionTarget == PCMCHANNEL_PLAYER)
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sound_pcm_playsample(EventActions[i].ActionTarget,EventActions[i].ActionValue);
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else
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sound_pcm_playsample_ifidle(EventActions[i].ActionTarget,EventActions[i].ActionValue);
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else if(EventActions[i].Action == 3) // Re-arm
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Events[EventActions[i].ActionTarget].Triggered = 0;
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else if(EventActions[i].Action == 4) // Schedule Event
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