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engine: client: sounds with zero attenuation must get spatialized anyway
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@@ -524,9 +524,6 @@ static void SND_Spatialize( channel_t *ch )
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dist = VectorNormalizeLength( source_vec );
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dot = DotProduct( s_listener.right, source_vec );
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// don't pan sounds with no attenuation
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if( ch->dist_mult <= 0.0f ) dot = 0.0f;
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// fill out channel volumes for single location
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S_SpatializeChannel( &ch->leftvol, &ch->rightvol, ch->master_vol, gain, dot, dist * ch->dist_mult );
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