]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Applied KadaverJack's patch on my cl_sound_ric_gunshot code that provides a small...
authordresk <dresk@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 30 Apr 2007 21:59:19 +0000 (21:59 +0000)
committerdresk <dresk@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 30 Apr 2007 21:59:19 +0000 (21:59 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7218 d7cf8633-e32d-0410-b094-e92efae38249

cl_parse.c

index 4f943c5795c808a96506ed098382a09f307f2557..75f1e2b9654daa2d8f62f0aac48bbc3d988a2c72 100644 (file)
@@ -164,6 +164,9 @@ cvar_t cl_sound_tink1 = {0, "cl_sound_tink1", "weapons/tink1.wav", "sound to pla
 cvar_t cl_sound_ric1 = {0, "cl_sound_ric1", "weapons/ric1.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
 cvar_t cl_sound_ric2 = {0, "cl_sound_ric2", "weapons/ric2.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
 cvar_t cl_sound_ric3 = {0, "cl_sound_ric3", "weapons/ric3.wav", "sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
+
+#define RIC_GUNSHOT            1
+#define RIC_GUNSHOTQUAD        2
 cvar_t cl_sound_ric_gunshot = {0, "cl_sound_ric_gunshot", "0", "specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD"};
 cvar_t cl_sound_r_exp3 = {0, "cl_sound_r_exp3", "weapons/r_exp3.wav", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"};
 cvar_t cl_serverextension_download = {0, "cl_serverextension_download", "0", "indicates whether the server supports the download command"};
@@ -2087,7 +2090,7 @@ void CL_ParseTempEntity(void)
                        VectorSet(pos2, pos[0] + radius, pos[1] + radius, pos[2] + radius);
                        VectorSet(pos, pos[0] - radius, pos[1] - radius, pos[2] - radius);
                        CL_ParticleEffect(EFFECT_TE_GUNSHOT, radius, pos, pos2, vec3_origin, vec3_origin, NULL, 0);
-                       if(cl_sound_ric_gunshot.integer == 1 || cl_sound_ric_gunshot.integer == 3)
+                       if(cl_sound_ric_gunshot.integer & RIC_GUNSHOT)
                        {
                                if (rand() % 5)
                                        S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
@@ -2293,7 +2296,7 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
                        CL_ParticleEffect(EFFECT_TE_GUNSHOT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
-                       if(cl_sound_ric_gunshot.integer == 1 || cl_sound_ric_gunshot.integer == 3)
+                       if(cl_sound_ric_gunshot.integer & RIC_GUNSHOT)
                        {
                                if (rand() % 5)
                                        S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
@@ -2315,7 +2318,7 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
                        CL_ParticleEffect(EFFECT_TE_GUNSHOTQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
-                       if(cl_sound_ric_gunshot.integer >= 2)
+                       if(cl_sound_ric_gunshot.integer & RIC_GUNSHOTQUAD)
                        {
                                if (rand() % 5)
                                        S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);