overlaytopleft/games-fps/gzdoom/files/0007-Fixed-IsActorPlayingSound-s-default-argument.patch

27 lines
1.4 KiB
Diff

From 7fcd1ab5449e451d1eeb2529839f0cfda7a67724 Mon Sep 17 00:00:00 2001
From: Boondorl <59555366+Boondorl@users.noreply.github.com>
Date: Tue, 6 Dec 2022 06:02:28 -0500
Subject: [PATCH 07/51] Fixed IsActorPlayingSound's default argument
Now properly passes the invalid sound id.
---
wadsrc/static/zscript/actors/actor.zs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/wadsrc/static/zscript/actors/actor.zs b/wadsrc/static/zscript/actors/actor.zs
index 4fbc2e761..978fc34ab 100644
--- a/wadsrc/static/zscript/actors/actor.zs
+++ b/wadsrc/static/zscript/actors/actor.zs
@@ -1129,7 +1129,7 @@ class Actor : Thinker native
native void A_StopSounds(int chanmin, int chanmax);
deprecated("2.3", "Use A_StartSound() instead") native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0);
deprecated("2.3", "Use A_StopSound() instead") native void A_StopSoundEx(name slot);
- native clearscope bool IsActorPlayingSound(int channel, Sound snd = 0);
+ native clearscope bool IsActorPlayingSound(int channel, Sound snd = -1);
native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
native action state A_Jump(int chance, statelabel label, ...);
native Actor A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
--
2.39.3