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Synchronize the entity time with the channel time when loading
This prevents the channel from stopping immediately during respatialization, the entity time may be updated quite some time after loading
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@ -2659,6 +2659,10 @@ S_StartSoundFromBase(channelbasesavegame_t *pBase, openal_channel *pChannel, sfx
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} else {
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pChannel->iFlags |= CHANNEL_FLAG_PLAY_DEFERRED;
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}
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if (pChannel->iEntNum != ENTITYNUM_NONE) {
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s_entity[pChannel->iEntNum].time = pChannel->iTime;
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}
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}
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/*
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