target_chan->entchannel = entchannel;
SND_Spatialize(target_chan, false);
- if (!target_chan->leftvol && !target_chan->rightvol)
- return; // not audible at all
+ // LordHavoc: spawn the sound anyway because the player might teleport to it
+ //if (!target_chan->leftvol && !target_chan->rightvol)
+ // return; // not audible at all
// new channel
sc = S_LoadSound (sfx, true);
0 darkplaces: make sure QuakeDoneQuick works (Chris Kemp)
0 darkplaces: make sure r_fullbright works
0 darkplaces: make sure that sky works without a valid size (just treat it as single layer clouds or non-animated) (tell Vermeulen)
-0 darkplaces: make sure that sound engine does not remove sounds when volume drops to 0 due to going out of range (SeienAbunae)
+-n darkplaces: make sure that sound engine does not remove sounds when volume drops to 0 due to going out of range - now spawns sounds even if out of range (SeienAbunae)
0 darkplaces: make v_cshift affect view even if in a liquid, by adding another cshift slot for it
0 darkplaces: mod_q3bsp_optimizedtraceline bug: shooting through brushes? (Vermeulen)
0 darkplaces: model interpolation off crashes? (SeienAbunae)