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Torr_Samaho committed fdc6d01

In A_FighterAttack the server now lets the clients play the sound independently of whether the last missile was spawned successfully.

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Files changed (2)

docs/Skulltag Version History.txt

 -	- Fixed: Clients were not informed of alwaysapplydmflags' value. [TIHan]
 -	- Fixed: Some scrolling textures were not handled properly between client and server. [TIHan]
 -	- Fixed: Clients weren't told of monsters' strafe counts, causing desyncs in 'fast-chasing' monster movement. [Dusk, Torr Samaho]
--	- Fixed: Zedek's Quietus attack was not handled properly, appearing silent and invisible. [Dusk]
+-	- Fixed: Zedek's Quietus attack was not handled properly, appearing silent and invisible. [Dusk, Torr Samaho]
 -	- Fixed: Puzzle item usage was handled improperly on the clientside, causing no item use sound when a puzzle was solved with it. Also changed puzzle item fail message to only print on the client that activated it, rather than to everybody. [Dusk]
 !	- Changed F12 to allow spectators full spying, with the exception of during LMS if it's disabled. [Eruanna]
 !	- Changed F12 to allow full demo spying. [Eruanna]

src/g_hexen/a_fighterquietus.cpp

 	S_Sound (self, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM);
 
 	// [Dusk] inform of the sound.
-	if ( NETWORK_GetState( ) == NETSTATE_SERVER && aMissile )
+	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
 		SERVERCOMMANDS_SoundActor( self, CHAN_WEAPON, "FighterSwordFire", 1, ATTN_NORM );
 }