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Makes vid_restart not do a double flush, resulting in faster vid_restarts, or at least less stutters when loading models.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1100 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 13 additions and 6 deletions
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@ -1703,7 +1703,7 @@ TRACE(("dbg: R_ApplyRenderer: efrags\n"));
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TRACE(("dbg: R_ApplyRenderer: S_Restart_f\n"));
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if (!isDedicated)
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S_Restart_f();
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S_DoRestart();
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TRACE(("dbg: R_ApplyRenderer: done\n"));
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@ -318,10 +318,10 @@ void SNDDMA_SetUnderWater(qboolean underwater)
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sc->SetWaterDistortion(sc, underwater);
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}
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void S_Restart_f (void)
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//why isn't this part of S_Restart_f anymore?
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//so that the video code can call it directly without flushing the models it's just loaded.
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void S_DoRestart (void)
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{
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Cache_Flush();//forget the old sounds.
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if (COM_CheckParm("-nosound"))
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return;
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@ -337,6 +337,13 @@ void S_Restart_f (void)
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S_StopAllSounds (true);
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}
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void S_Restart_f (void)
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{
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Cache_Flush();//forget the old sounds.
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S_DoRestart();
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}
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void S_Control_f (void)
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{
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int i;
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@ -139,8 +139,8 @@ channel_t *SND_PickChannel(soundcardinfo_t *sc, int entnum, int entchannel);
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// spatializes a channel
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void SND_Spatialize(soundcardinfo_t *sc, channel_t *ch);
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// restart entire sound subsystem
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void S_Restart_f (void);
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// restart entire sound subsystem (doesn't flush old sounds, so make sure that happens)
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void S_DoRestart (void);
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//plays streaming audio
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void S_RawAudio(int sourceid, qbyte *data, int speed, int samples, int channels, int width);
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