Don't force player sounds to full volume when exiting

This commit is contained in:
AJ Martinez 2023-11-10 16:47:52 -07:00
parent 6686215330
commit ff131335d4

View file

@ -426,6 +426,7 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
for (i = 0; i <= r_splitscreen; i++)
{
player_t *player = &players[displayplayers[i]];
boolean camaway = false;
memset(&listener[i], 0, sizeof (listener[i]));
listenmobj[i] = NULL;
@ -442,9 +443,11 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
else
{
listenmobj[i] = player->mo;
if (player->exiting)
camaway = true;
}
if (origin && origin == listenmobj[i] && !camera[i].freecam)
if (origin && origin == listenmobj[i] && !camera[i].freecam && !camaway)
{
itsUs = true;
}