Fixed -nosound crashing the game upon calling StartSound

This commit is contained in:
eukos 2015-09-06 12:31:03 +02:00
parent a28de0cfa2
commit 1e46c5f669

View file

@ -488,12 +488,14 @@ extern qboolean inwat; // leilei - for underwater sounds
extern cvar_t *temp2;
float leicho;
float leivol;
int leitap;
int leiverb;
int leitap;
int leiverb;
void S_StartSoundForReal(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
if(!snd_initialized)
return;
channel_t *target_chan, *check;
sfxcache_t *sc;
int vol;
@ -548,7 +550,7 @@ void S_StartSoundForReal(int entnum, int entchannel, sfx_t *sfx, vec3_t origin,
itch = (float)s_pitchin->value; // leilei - get pitch for speed here
vol = fvol*255 * leivol;
vol = fvol*255;
// leilei - CONTENT HACK - don't do random pitches on doors/platforms/ambients
if (!strncmp(sfx->name,"ambien",6) || !strncmp(sfx->name,"door",4) || !strncmp(sfx->name,"plat",4))
@ -649,20 +651,6 @@ void S_StartSoundForReal(int entnum, int entchannel, sfx_t *sfx, vec3_t origin,
// Con_Printf("loopstart %i\n", sc->loopstart);
}
void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
int ah, sh;
/*
for (ah=1; ah<4; ah++){
leivol = fvol / (ah * 0.5);
leiverb = ah * temp2->value;
S_StartSoundForReal(entnum, entchannel, sfx, origin, fvol, attenuation);
}*/
leivol = 1;
S_StartSoundForReal(entnum, entchannel, sfx, origin, fvol, attenuation);
}
// =======================================================================
// Start a custom sound effect
@ -670,6 +658,9 @@ void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float f
void S_StartSound2(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, int pitch)
{
if(!snd_initialized)
return;
channel_t *target_chan, *check;
sfxcache_t *sc;
int vol;