]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Precache the reload sound in one place only, until weapons have individual reload...
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Tue, 1 Mar 2011 21:21:40 +0000 (23:21 +0200)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Tue, 1 Mar 2011 21:21:40 +0000 (23:21 +0200)
16 files changed:
qcsrc/server/miscfunctions.qc
qcsrc/server/w_crylink.qc
qcsrc/server/w_electro.qc
qcsrc/server/w_fireball.qc
qcsrc/server/w_grenadelauncher.qc
qcsrc/server/w_hagar.qc
qcsrc/server/w_hlac.qc
qcsrc/server/w_laser.qc
qcsrc/server/w_minelayer.qc
qcsrc/server/w_minstanex.qc
qcsrc/server/w_nex.qc
qcsrc/server/w_rocketlauncher.qc
qcsrc/server/w_seeker.qc
qcsrc/server/w_shotgun.qc
qcsrc/server/w_sniperrifle.qc
qcsrc/server/w_uzi.qc

index 364c925991a893ccb2a75749cb57d9bd8a573104..463137ed4e5c9b129f2a0f193e347fbfdfb38816 100644 (file)
@@ -1664,6 +1664,7 @@ void precache()
     precache_model ("models/sprites/10.spr32");
 
     // common weapon precaches
+       precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound here
     precache_sound ("weapons/weapon_switch.wav");
     precache_sound ("weapons/weaponpickup.wav");
     precache_sound ("weapons/unavailable.wav");
index d393a32f3e8b027404e7610e92c7405af558333e..5f5037ceec0af2e3243fb9aecd2f48095bb2b3ba 100644 (file)
@@ -599,7 +599,7 @@ float w_crylink(float req)
                precache_sound ("weapons/crylink_fire.wav");
                precache_sound ("weapons/crylink_fire2.wav");
                precache_sound ("weapons/crylink_linkjoin.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index a9f927db106254697c16e9b25f1c7bc5c811c13c..711c44c8bf363a39bd8672e5c9908c6b2993f9db 100644 (file)
@@ -485,7 +485,7 @@ float w_electro(float req)
                precache_sound ("weapons/electro_fire2.wav");
                precache_sound ("weapons/electro_impact.wav");
                precache_sound ("weapons/electro_impact_combo.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
                if(autocvar_g_balance_electro_lightning)
                {
                        precache_sound ("weapons/lgbeam_fire.wav");
index e7dec239321fb9a236ed8f6fc66321fa6b527be6..4408ccf88f202ec907dc5252f9bb4545a8a5fa35 100644 (file)
@@ -355,7 +355,7 @@ float w_fireball(float req)
                precache_sound ("weapons/fireball_fire.wav");
                precache_sound ("weapons/fireball_fire2.wav");
                precache_sound ("weapons/fireball_prefire2.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index 82cca44909cfe5831308a7cec0cf73268c5fa119..017a41a87a9a2bbb08ed1bcca99c1914227e439a 100644 (file)
@@ -331,7 +331,7 @@ float w_glauncher(float req)
                precache_sound ("weapons/grenade_bounce6.wav");
                precache_sound ("weapons/grenade_stick.wav");
                precache_sound ("weapons/grenade_fire.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index 92ca4ba0051a4d07c132be1596ac70d63a235bb0..df0d96679890f3b824cfda07b5dbc5384f2f9ce2 100644 (file)
@@ -155,7 +155,7 @@ float w_hagar(float req)
                precache_model ("models/weapons/v_hagar.md3");
                precache_model ("models/weapons/h_hagar.iqm");
                precache_sound ("weapons/hagar_fire.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index 6d579cf482195aa2e6e4bd49ad98aca3129ec261..8bb4c1de9d8da41a36368aae8b1b94533f28c655 100644 (file)
@@ -193,7 +193,7 @@ float w_hlac(float req)
                precache_model ("models/weapons/v_hlac.md3");
                precache_model ("models/weapons/h_hlac.iqm");
                precache_sound ("weapons/lasergun_fire.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
 
        }
        else if (req == WR_SETUP)
index a28faea7543b1453e3c0fdc2a9f5fef00ce6feb4..a7e5c4df7d272f785e3dd2fc7d4e576eed97806e 100644 (file)
@@ -264,7 +264,7 @@ float w_laser(float req)
                precache_model ("models/weapons/h_laser.iqm");
                precache_sound ("weapons/lasergun_fire.wav");
                precache_sound ("weapons/gauntlet_fire.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index b475989d68cc4929bc2e74b13389ded27c81ed37..18b183fffe7d686c7c8cdfbe97ef19948e0404a0 100644 (file)
@@ -411,7 +411,7 @@ float w_minelayer(float req)
                precache_sound ("weapons/mine_fire.wav");
                precache_sound ("weapons/mine_stick.wav");
                precache_sound ("weapons/mine_trigger.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index b826b98543c61639be69a7cb25f2c5c9ddec782a..8efda9b07f279cea118cf0fd330f6455474d4d52 100644 (file)
@@ -228,7 +228,7 @@ float w_minstanex(float req)
                precache_sound ("weapons/nexwhoosh1.wav");
                precache_sound ("weapons/nexwhoosh2.wav");
                precache_sound ("weapons/nexwhoosh3.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
                w_laser(WR_PRECACHE);
        }
        else if (req == WR_SETUP)
index 482e216dfc5e2702377be8eeb8c4060ec5b25589..a0fce6a31951bd82c0799c9e6399728ace37ada0 100644 (file)
@@ -215,7 +215,7 @@ float w_nex(float req)
                precache_sound ("weapons/nexwhoosh1.wav");
                precache_sound ("weapons/nexwhoosh2.wav");
                precache_sound ("weapons/nexwhoosh3.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index 36dbd8af8d1d1cb25ed5500da38d229021f80266..dfd2c3f1906fcc514685883bc828286307fd0afa 100644 (file)
@@ -445,7 +445,7 @@ float w_rlauncher(float req)
                precache_sound ("weapons/rocket_det.wav");
                precache_sound ("weapons/rocket_fire.wav");
                precache_sound ("weapons/rocket_mode.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index a08496660015f5e121e8f1d087e0a1e6e04f9994..9084cc04da2027affd8b8af43cac58de6d4b984d 100644 (file)
@@ -446,7 +446,7 @@ float w_seeker(float req)
                precache_sound ("weapons/tag_fire.wav");
                precache_sound ("weapons/flac_fire.wav");
                precache_sound ("weapons/seeker_fire.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index 788a578b2b2b659e4e1423d0850e1f4fce246e09..38ae17a24f579e6ef4ea2d05a849f4a812e3dd1f 100644 (file)
@@ -148,7 +148,7 @@ float w_shotgun(float req)
                precache_sound ("misc/itempickup.wav");
                precache_sound ("weapons/shotgun_fire.wav");
                precache_sound ("weapons/shotgun_melee.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index 0b5ae414dc8a33b8774b721fd0c0211ec10459f7..f634993f5ad7ea6c2565c4e60eb7fc9b56f54aaf 100644 (file)
@@ -175,7 +175,7 @@ float w_sniperrifle(float req)
                precache_model ("models/weapons/h_campingrifle.iqm");
                precache_sound ("weapons/campingrifle_fire.wav");
                precache_sound ("weapons/campingrifle_fire2.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
index eb9e08b205d1c52f5475c3f65fb429c10fae8486..e4531680035608473b0a3e286a43bfe52465a076 100644 (file)
@@ -243,7 +243,7 @@ float w_uzi(float req)
                precache_model ("models/weapons/v_uzi.md3");
                precache_model ("models/weapons/h_uzi.iqm");
                precache_sound ("weapons/uzi_fire.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {