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Added cvars to change/disable the often-unwanted build-in sound effects.
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17f45103be
commit
08cf018563
2 changed files with 15 additions and 6 deletions
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@ -1256,6 +1256,9 @@ void SV_Init (void)
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extern cvar_t com_protocolname; //spike
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extern cvar_t net_masters[]; //spike
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extern cvar_t rcon_password; //spike, proquake-compatible rcon
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extern cvar_t sv_sound_watersplash; //spike - making these changable is handy...
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extern cvar_t sv_sound_land; //spike - and also mutable...
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Cvar_RegisterVariable (&sv_maxvelocity);
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Cvar_RegisterVariable (&sv_gravity);
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@ -1276,6 +1279,9 @@ void SV_Init (void)
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Cvar_RegisterVariable (&pr_checkextension);
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Cvar_RegisterVariable (&sv_altnoclip); //johnfitz
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Cvar_RegisterVariable (&sv_sound_watersplash); //spike
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Cvar_RegisterVariable (&sv_sound_land); //spike
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if (isDedicated)
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sv_public.string = "1";
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else
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@ -49,6 +49,9 @@ cvar_t sv_nostep = {"sv_nostep","0",CVAR_NONE};
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cvar_t sv_freezenonclients = {"sv_freezenonclients","0",CVAR_NONE};
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cvar_t sv_gameplayfix_spawnbeforethinks = {"sv_gameplayfix_spawnbeforethinks","0",CVAR_NONE};
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cvar_t sv_sound_watersplash = {"sv_sound_watersplash", "misc/h2ohit1.wav", CVAR_NONE};
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cvar_t sv_sound_land = {"sv_sound_land", "demon/dland2.wav", CVAR_NONE};
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#define MOVE_EPSILON 0.01
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@ -1085,18 +1088,18 @@ void SV_CheckWaterTransition (edict_t *ent)
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if (cont <= CONTENTS_WATER)
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{
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if (ent->v.watertype == CONTENTS_EMPTY)
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if (ent->v.watertype == CONTENTS_EMPTY && *sv_sound_watersplash.string)
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{ // just crossed into water
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SV_StartSound (ent, NULL, 0, "misc/h2ohit1.wav", 255, 1);
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SV_StartSound (ent, NULL, 0, sv_sound_watersplash.string, 255, 1);
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}
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ent->v.watertype = cont;
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ent->v.waterlevel = 1;
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}
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else
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{
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if (ent->v.watertype != CONTENTS_EMPTY)
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if (ent->v.watertype != CONTENTS_EMPTY && *sv_sound_watersplash.string)
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{ // just crossed into water
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SV_StartSound (ent, NULL, 0, "misc/h2ohit1.wav", 255, 1);
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SV_StartSound (ent, NULL, 0, sv_sound_watersplash.string, 255, 1);
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}
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ent->v.watertype = CONTENTS_EMPTY;
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ent->v.waterlevel = cont;
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@ -1252,8 +1255,8 @@ void SV_Physics_Step (edict_t *ent)
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if ( (int)ent->v.flags & FL_ONGROUND ) // just hit ground
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{
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if (hitsound)
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SV_StartSound (ent, NULL, 0, "demon/dland2.wav", 255, 1);
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if (hitsound && *sv_sound_land.string)
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SV_StartSound (ent, NULL, 0, sv_sound_land.string, 255, 1);
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}
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}
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