diff --git a/reaction/cgame/cg_ents.c b/reaction/cgame/cg_ents.c index 43a180cc..c25663af 100644 --- a/reaction/cgame/cg_ents.c +++ b/reaction/cgame/cg_ents.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.45 2003/08/26 19:28:37 makro +// target_speakers +// // Revision 1.44 2003/08/10 20:13:26 makro // no message // @@ -265,14 +268,15 @@ static void CG_EntityEffects(centity_t * cent) // add loop sound if (cent->currentState.loopSound) { - //Makro - maybe this will help with the speakers ? - //if (cent->currentState.eType != ET_SPEAKER) { - trap_S_AddLoopingSound(cent->currentState.number, cent->lerpOrigin, vec3_origin, + //Makro - for speakers, s.weapon == 1 => no PVS check + if (cent->currentState.eType != ET_SPEAKER || cent->currentState.weapon == 0) { + trap_S_AddLoopingSound(cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.gameSounds[cent->currentState.loopSound]); - //} else { - // trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, - // cgs.gameSounds[ cent->currentState.loopSound ] ); - //} + } else { + //Makro - note: doesn't take into account PVS info + trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, + cgs.gameSounds[ cent->currentState.loopSound ] ); + } } // constant light glow diff --git a/reaction/cgame/cgame.plg b/reaction/cgame/cgame.plg index fa60d579..ee630d1a 100644 --- a/reaction/cgame/cgame.plg +++ b/reaction/cgame/cgame.plg @@ -6,13 +6,13 @@ --------------------Configuration: cgame - Win32 Release--------------------

Command Lines

-Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73D.tmp" with contents +Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1B3.tmp" with contents [ /nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c -"C:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c" +"C:\Games\Quake3\rq3source\reaction\cgame\cg_ents.c" ] -Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73D.tmp" -Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73E.tmp" with contents +Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1B3.tmp" +Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1B4.tmp" with contents [ /nologo /base:"0x30000000" /subsystem:windows /dll /incremental:no /pdb:"Release/cgamex86.pdb" /map:"Release/cgamex86.map" /machine:I386 /def:".\cgame.def" /out:"../Release/cgamex86.dll" /implib:"Release/cgamex86.lib" .\Release\bg_misc.obj @@ -43,10 +43,10 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73E.tmp" with conte .\Release\q_shared.obj .\Release\ui_shared.obj ] -Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73E.tmp" +Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1B4.tmp"

Output Window

Compiling... -cg_servercmds.c +cg_ents.c Linking... Creating library Release/cgamex86.lib and object Release/cgamex86.exp @@ -54,6 +54,24 @@ Linking...

Results

cgamex86.dll - 0 error(s), 0 warning(s) +

+--------------------Configuration: game - Win32 Release-------------------- +

+

Command Lines

+ + + +

Results

+qagamex86.dll - 0 error(s), 0 warning(s) +

+--------------------Configuration: ui - Win32 Release TA-------------------- +

+

Command Lines

+ + + +

Results

+uix86.dll - 0 error(s), 0 warning(s) diff --git a/reaction/cgame/cgame.q3asm b/reaction/cgame/cgame.q3asm index 7e64123a..274a4882 100644 --- a/reaction/cgame/cgame.q3asm +++ b/reaction/cgame/cgame.q3asm @@ -17,6 +17,7 @@ cg_predict cg_scoreboard cg_servercmds cg_snapshot +cg_unlagged cg_view cg_weapons bg_slidemove diff --git a/reaction/game/g_target.c b/reaction/game/g_target.c index e736c220..4c2d9b66 100644 --- a/reaction/game/g_target.c +++ b/reaction/game/g_target.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.13 2003/08/26 19:28:38 makro +// target_speakers +// // Revision 1.12 2003/04/26 22:33:06 jbravo // Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging // @@ -198,7 +201,7 @@ void SP_target_print(gentity_t * ent) //========================================================== -/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator +/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator nopvs "noise" wav file to play A global sound will play full volume throughout the level. @@ -257,6 +260,11 @@ void SP_target_speaker(gentity_t * ent) ent->s.eventParm = ent->noise_index; ent->s.frame = ent->wait * 10; ent->s.clientNum = ent->random * 10; + //Makro - added + if ((ent->spawnflags & 3) && (ent->spawnflags & 16)) + ent->s.weapon = 1; + else + ent->s.weapon = 0; // check for prestarted looping sound if (ent->spawnflags & 1) { diff --git a/reaction/game/game.q3asm b/reaction/game/game.q3asm index caa5f27f..2187e02c 100644 --- a/reaction/game/game.q3asm +++ b/reaction/game/game.q3asm @@ -33,9 +33,10 @@ g_target g_team g_teamplay g_trigger +g_unlagged g_utils g_weapon g_fileio rxn_game zcam -zcam_target \ No newline at end of file +zcam_target