It
seems the door entities have a bug, if they are blocked, the moving
sound gets played continuously even after the door closes or opens.
To correct the problem:
file: doors.cpp
method: CBaseDoor::Blocked
change:
if (m_flWait >= 0)
{
if (m_toggle_state == TS_GOING_DOWN)
to:
if (m_flWait >= 0)
{
if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving) );
if (m_toggle_state == TS_GOING_DOWN)
This will kill the moving sound prior to the
door starting up again. |