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authorAndrey Nazarov <skuller@skuller.net>2008-09-27 11:36:43 +0000
committerAndrey Nazarov <skuller@skuller.net>2008-09-27 11:36:43 +0000
commit5605c38c909aaa905684b79a48ccd0abb43dc685 (patch)
treef1e2b1ef297d0f0eae5a86284c5da7f0919643f3 /source/mvd_parse.c
parentb26baea5a78c8d2487544e3f162d9e4da93121e9 (diff)
Use `sv_features', `g_features' and `fs_gamedir' cvars instead of environment
variables for communications between server and the game DLL. Fixed reverted `no PHS' check on sounds MVD client did.
Diffstat (limited to 'source/mvd_parse.c')
-rw-r--r--source/mvd_parse.c3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/mvd_parse.c b/source/mvd_parse.c
index dccd689..d587d1e 100644
--- a/source/mvd_parse.c
+++ b/source/mvd_parse.c
@@ -532,7 +532,7 @@ static void MVD_ParseSound( mvd_t *mvd, int extrabits ) {
}
// PHS cull this sound
- if( extrabits & 1 ) {
+ if( !( extrabits & 1 ) ) {
// get client viewpos
ps = &client->ps;
VectorMA( ps->viewoffset, 0.125f, ps->pmove.origin, origin );
@@ -561,7 +561,6 @@ static void MVD_ParseSound( mvd_t *mvd, int extrabits ) {
// reliable sounds will always have position explicitly set,
// as no one gurantees reliables to be delivered in time
- // why should this happen anyway?
if( extrabits & 2 ) {
MSG_WriteByte( svc_sound );
MSG_WriteByte( flags | SND_POS );