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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 23:52:22 +00:00
Use LUT instead of case for spike sound effects. Faster and more compact, though less legible.
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ff14989edf
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1 changed files with 21 additions and 26 deletions
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@ -293,6 +293,9 @@ CL_ParseTEnt (void)
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int colorStart, colorLength;
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int colorStart, colorLength;
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int cnt = -1;
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int cnt = -1;
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vec3_t pos;
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vec3_t pos;
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sfx_t * spike_sound[] = {
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cl_sfx_ric3, cl_sfx_ric3, cl_sfx_ric2, cl_sfx_ric1,
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};
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type = MSG_ReadByte (net_message);
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type = MSG_ReadByte (net_message);
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switch (type) {
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switch (type) {
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@ -311,40 +314,32 @@ CL_ParseTEnt (void)
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case TE_SPIKE: // spike hitting wall
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case TE_SPIKE: // spike hitting wall
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MSG_ReadCoordV (net_message, pos);
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MSG_ReadCoordV (net_message, pos);
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R_SpikeEffect (pos);
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R_SpikeEffect (pos);
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{
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int i;
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sfx_t *sound;
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switch (rand () % 20) {
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i = (rand () % 20) - 16;
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case 19:
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if (i >= 0)
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S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
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sound = spike_sound[i];
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break;
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else
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case 18:
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sound = cl_sfx_tink1;
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S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
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S_StartSound (-1, 0, sound, pos, 1, 1);
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break;
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case 17:
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case 16:
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S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
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break;
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default:
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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}
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}
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break;
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break;
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case TE_SUPERSPIKE: // super spike hitting wall
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case TE_SUPERSPIKE: // super spike hitting wall
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MSG_ReadCoordV (net_message, pos);
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MSG_ReadCoordV (net_message, pos);
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R_SuperSpikeEffect (pos);
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R_SuperSpikeEffect (pos);
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{
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int i;
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sfx_t *sound;
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switch (rand () % 20) {
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i = (rand () % 20) - 16;
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case 19:
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if (i >= 0)
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S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
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sound = spike_sound[i];
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break;
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else
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case 18:
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sound = cl_sfx_tink1;
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S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
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S_StartSound (-1, 0, sound, pos, 1, 1);
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break;
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case 17:
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case 16:
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S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
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break;
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default:
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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}
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}
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break;
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break;
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