Trooper Dan, on 18 April 2014 - 11:47 PM, said:
Won't work with how things are coded now, unfortunately. When the menu starts a difficulty sound, it remembers the hard-coded sound number and displays the menu for as long as that one is playing:
menus.c:M_DisplayMenus()
switch (x)
{
case 0:
g_skillSoundID = JIBBED_ACTOR6;
break;
(...)
}
S_PlaySound(g_skillSoundID);
premap.c:G_NewGame()
if (g_skillSoundID >= 0 && ud.config.FXDevice >= 0 && ud.config.SoundToggle)
{
while (S_CheckSoundPlaying(-1, g_skillSoundID))
G_HandleAsync();
}
By the way, in the "damn I'm good" line, you have a trailing "else":
Quote
{
(...)
ifvare RETURN JIBBED_ACTOR5 setvar RETURN DAY2DIE else // DAMN I'M GOOD
}

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