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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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@@ -662,6 +662,9 @@ 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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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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+1
-1
@@ -39,8 +39,8 @@
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// Formatting is important as compile.php parses this
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enum pcmchannel_e{
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PCMCHANNEL_UI = 5, /*channelid*/
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PCMCHANNEL_PLAYER = 5, /*channelid*/
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PCMCHANNEL_UI = 6, /*channelid*/
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PCMCHANNEL_NPC1 = 6, /*channelid*/
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PCMCHANNEL_NPC2 = 7, /*channelid*/
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PCMCHANNEL_AMBIENT = 8, /*channelid*/
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