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GAME: Incorrect assignment of the drowning sound to the selected play…
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…er model #121
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mgerhardy committed Apr 8, 2022
1 parent 45224d7 commit 0b7ee02
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Showing 2 changed files with 1 addition and 8 deletions.
4 changes: 1 addition & 3 deletions code/cgame/cg_event.c
Original file line number Diff line number Diff line change
Expand Up @@ -1090,9 +1090,7 @@ void CG_EntityEvent(centity_t *cent, vec3_t position) {
case EV_DEATH1:
case EV_DEATH2:
case EV_DEATH3:
// TODO: temporary disabled - see https://github.com/PadWorld-Entertainment/worldofpadman/issues/36
// missing sounds in wop - once we have them - we should activate this.
if (0 && CG_WaterLevel(cent) == WL_DIVING) {
if (CG_WaterLevel(cent) == WL_DIVING) {
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown"));
} else {
trap_S_StartSound(NULL, es->number, CHAN_VOICE,
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5 changes: 0 additions & 5 deletions code/game/g_active.c
Original file line number Diff line number Diff line change
Expand Up @@ -123,11 +123,6 @@ static void P_WorldEffects(gentity_t *ent) {
if (ent->damage > 15)
ent->damage = 15;

// play a gurp sound instead of a normal pain sound
if (ent->health <= ent->damage) {
G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown"));
}

// don't play a normal pain sound
ent->pain_debounce_time = level.time + 200;

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