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Remove attached sounds when the active object is removed (#14341)
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@@ -2264,6 +2264,22 @@ void Server::fadeSound(s32 handle, float step, float gain)
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m_playing_sounds.erase(it);
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}
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void Server::stopAttachedSounds(u16 id)
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{
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assert(id);
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for (auto it = m_playing_sounds.begin(); it != m_playing_sounds.end(); ) {
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const ServerPlayingSound &sound = it->second;
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if (sound.object == id) {
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// Remove sound reference
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it = m_playing_sounds.erase(it);
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}
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else
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it++;
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}
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}
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void Server::sendRemoveNode(v3s16 p, std::unordered_set<u16> *far_players,
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float far_d_nodes)
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{
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