When picking up an item, the vanilla code calls S_StartSound with a NULL origin, so the pickup sound does not cut off player sounds, which use player->mo as the origin. Boom changes the origin to the player and makes weapon pickups audible to other players, but also changes s_sound.c to distinguish between pickup sounds and non-pickup sounds so they don't cut each other off. comp_sound disables the pickup sound logic in s_sound.c, but did not change the sound origin back to NULL until this commit.
This is a different fix to the same problem that https://github.com/coelckers/prboom-plus/pull/330 was trying to solve.
When picking up an item, the vanilla code calls
S_StartSound
with aNULL
origin, so the pickup sound does not cut off player sounds, which useplayer->mo
as the origin. Boom changes the origin to the player and makes weapon pickups audible to other players, but also changess_sound.c
to distinguish between pickup sounds and non-pickup sounds so they don't cut each other off.comp_sound
disables the pickup sound logic ins_sound.c
, but did not change the sound origin back toNULL
until this commit.