Update of /cvsroot/netrek/client/netrekxp/src
In directory sc8-pr-cvs7.sourceforge.net:/tmp/cvs-serv25225/src

Modified Files:
	local.c sound.c 
Log Message:
Fix for sound with distance, now all weapon sounds will use distance
sound (just not all will use angular sound).
Changed highlight friendly phasers from on to off in netrekrc, phasers
look better if off.

Index: local.c
===================================================================
RCS file: /cvsroot/netrek/client/netrekxp/src/local.c,v
retrieving revision 1.65
retrieving revision 1.66
diff -u -d -r1.65 -r1.66
--- local.c	28 Feb 2007 12:21:50 -0000	1.65
+++ local.c	1 Mar 2007 18:31:18 -0000	1.66
@@ -741,7 +741,7 @@
                             angle = 0;
                         // At short distances, don't use angular sound
                         if (!soundAngles || distance < SCALE/2)
-                            Play_Sound(CLOAKED_WAV, SF_CLOAKING);
+                            Play_Sound_Loc(CLOAKED_WAV, SF_CLOAKING, -1, distance);
                         else
                             Play_Sound_Loc(CLOAKED_WAV, SF_CLOAKING, angle, distance);
                     }
@@ -780,7 +780,7 @@
                             angle = 0;
                          // At short distances, don't use angular sound
                         if (!soundAngles || distance < SCALE/2)
-                            Play_Sound(UNCLOAK_WAV, SF_CLOAKING);
+                            Play_Sound_Loc(UNCLOAK_WAV, SF_CLOAKING, -1, distance);
                         else
                             Play_Sound_Loc(UNCLOAK_WAV, SF_CLOAKING, angle, distance);
                     }
@@ -1319,9 +1319,9 @@
                     if (!soundAngles || distance < SCALE/2)
                     {
                         if (j->p_ship.s_type == STARBASE)
-                            Play_Sound(BASE_EXPLOSION_WAV, SF_EXPLOSIONS);
+                            Play_Sound_Loc(BASE_EXPLOSION_WAV, SF_EXPLOSIONS, -1, distance);
                     	else
-                            Play_Sound(EXPLOSION_OTHER_WAV, SF_OTHER|SF_EXPLOSIONS);
+                            Play_Sound_Loc(EXPLOSION_OTHER_WAV, SF_OTHER|SF_EXPLOSIONS, -1, distance);
                     }
                     else
                     {
@@ -1403,7 +1403,7 @@
                         angle = 0;
                     // At short distances, don't use angular sound
                     if (!soundAngles || distance < SCALE/2)
-                        Play_Sound(PHASER_OTHER_WAV, SF_OTHER|SF_WEAPONS);
+                        Play_Sound_Loc(PHASER_OTHER_WAV, SF_OTHER|SF_WEAPONS, -1, distance);
                     else
                         Play_Sound_Loc(PHASER_OTHER_WAV, SF_OTHER|SF_WEAPONS, angle, distance);
                 }
@@ -1881,7 +1881,7 @@
                         angle = 0;
                     // At short distances, don't use angular sound
                     if (!soundAngles || distance < SCALE/2)
-                        Play_Sound(TORP_HIT_WAV, SF_WEAPONS);
+                        Play_Sound_Loc(TORP_HIT_WAV, SF_WEAPONS, -1, distance);
                     else
                         Play_Sound_Loc(TORP_HIT_WAV, SF_WEAPONS, angle, distance);
                 }
@@ -2143,7 +2143,7 @@
                     angle = 0;
                 // At short distances, don't use angular sound
                 if (!soundAngles || distance < SCALE/2)
-                    Play_Sound(PLASMA_HIT_WAV, SF_WEAPONS);
+                    Play_Sound_Loc(PLASMA_HIT_WAV, SF_WEAPONS, -1, distance);
                 else
                     Play_Sound_Loc(PLASMA_HIT_WAV, SF_WEAPONS, angle, distance);
             }
@@ -2514,7 +2514,7 @@
     if (sound_other_torps < num_other_torps)
     {
         if (!soundAngles || other_torp_dist < SCALE/2)
-            Play_Sound(FIRE_TORP_OTHER_WAV, SF_OTHER|SF_WEAPONS);
+            Play_Sound_Loc(FIRE_TORP_OTHER_WAV, SF_OTHER|SF_WEAPONS, -1, other_torp_dist);
         else
             Play_Sound_Loc(FIRE_TORP_OTHER_WAV, SF_OTHER|SF_WEAPONS, other_torp_angle, other_torp_dist);
     }
@@ -2523,7 +2523,7 @@
     if (sound_other_plasmas < num_other_plasmas)
     {
         if (!soundAngles || other_plasma_dist < SCALE/2)
-            Play_Sound(FIRE_PLASMA_OTHER_WAV, SF_OTHER|SF_WEAPONS);
+            Play_Sound_Loc(FIRE_PLASMA_OTHER_WAV, SF_OTHER|SF_WEAPONS, -1, other_plasma_dist);
         else
             Play_Sound_Loc(FIRE_PLASMA_OTHER_WAV, SF_OTHER|SF_WEAPONS, other_plasma_angle, other_plasma_dist);
     }

Index: sound.c
===================================================================
RCS file: /cvsroot/netrek/client/netrekxp/src/sound.c,v
retrieving revision 1.33
retrieving revision 1.34
diff -u -d -r1.33 -r1.34
--- sound.c	1 Mar 2007 07:35:45 -0000	1.33
+++ sound.c	1 Mar 2007 18:31:18 -0000	1.34
@@ -316,7 +316,7 @@
     	distance = 0;
     if (distance > 255)
     	distance = 255;
-    if (soundAngles)
+    if (angle >= 0)
     {
         // Adjust volume with distance and angle
         if (Mix_SetPosition(channel, angle, distance) == 0)