OldMP: Fix sounds not stopping for rotating sectors, like the one in the E1L3 hologram room.
This bug is literally making me want to shoot myself in the fucking head. Been at this one for months.
From what I can tell, the function flow for ST_30_ROTATE_RISE_BRIDGE is exactly the same as mainline, A_CallSound is behaving exactly the same as well (since the function is 1:1 identical to mainline's). However, no matter what it is I seem to try, the sound that plays for ST_30_ROTATE_RISE_BRIDGE doesn't stop, like... ever. I hear a slight pop when it's supposed to end, but that is all.
S_StopEnvSound is identical to mainline, S_Update is very close, and S_Cleanup is also identical from what I can tell.
Mainline does not have this issue, obviously.
I really, really need help with this one. Like, need someone with better detective skills than I to do some serious digging.
Also note that this has potential to have problems with other sector types as well. Cannot confirm, however.
Good files to start looking in:
- https://voidpoint.io/StrikerTheHedgefox/eduke32-csrefactor/-/blob/oldmp_porting/source/oldmp/src/sounds.cpp
- https://voidpoint.io/StrikerTheHedgefox/eduke32-csrefactor/-/blob/oldmp_porting/source/oldmp/src/actors.cpp
- https://voidpoint.io/StrikerTheHedgefox/eduke32-csrefactor/-/blob/oldmp_porting/source/oldmp/src/sector.cpp