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fix fast doors reopening with wrong sound (#2139)
* fix fast doors reopening with wrong sound Thanks @MrAlaux for pointing me to this fix. * change comp flag description accordingly
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@ -4780,7 +4780,7 @@ void G_BindCompVariables(void)
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BIND_COMP(comp_vile, 0, "Arch-viles can create ghost monsters");
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BIND_COMP(comp_vile, 0, "Arch-viles can create ghost monsters");
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BIND_COMP(comp_pain, 0, "Pain elementals are limited to 20 lost souls");
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BIND_COMP(comp_pain, 0, "Pain elementals are limited to 20 lost souls");
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BIND_COMP(comp_skull, 0, "Lost souls can spawn past impassable lines");
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BIND_COMP(comp_skull, 0, "Lost souls can spawn past impassable lines");
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BIND_COMP(comp_blazing, 0, "Blazing doors make double closing sounds");
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BIND_COMP(comp_blazing, 0, "Incorrect sound behavior for blazing doors");
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BIND_COMP(comp_doorlight, 0, "Door lighting changes are immediate");
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BIND_COMP(comp_doorlight, 0, "Door lighting changes are immediate");
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BIND_COMP(comp_god, 0, "God mode isn't absolute");
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BIND_COMP(comp_god, 0, "God mode isn't absolute");
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BIND_COMP(comp_skymap, 0, "Don't apply invulnerability palette to skies");
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BIND_COMP(comp_skymap, 0, "Don't apply invulnerability palette to skies");
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@ -174,6 +174,16 @@ void T_VerticalDoor (vldoor_t *door)
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case doorClose: // Close types do not bounce, merely wait
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case doorClose: // Close types do not bounce, merely wait
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break;
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break;
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case blazeRaise:
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case genBlazeRaise:
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door->direction = 1;
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if (!STRICTMODE_COMP(comp_blazing))
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{
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_bdopn);
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break;
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}
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// fallthrough
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default: // other types bounce off the obstruction
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default: // other types bounce off the obstruction
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door->direction = 1;
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door->direction = 1;
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_doropn);
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_doropn);
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