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https://github.com/ReactionQuake3/reaction.git
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Removed 3 vanilla quake3 sounds
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parent
3813217cf7
commit
8fb3170747
3 changed files with 8 additions and 8 deletions
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@ -949,7 +949,7 @@ void CG_EntityEvent(centity_t * cent, vec3_t position)
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//
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// other events
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//
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case EV_PLAYER_TELEPORT_IN:
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/* case EV_PLAYER_TELEPORT_IN:
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DEBUGNAME("EV_PLAYER_TELEPORT_IN");
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trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.teleInSound);
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CG_SpawnEffect(position);
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@ -960,7 +960,7 @@ void CG_EntityEvent(centity_t * cent, vec3_t position)
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trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound);
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CG_SpawnEffect(position);
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break;
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*/
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case EV_ITEM_POP:
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DEBUGNAME("EV_ITEM_POP");
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trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.respawnSound);
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@ -1488,14 +1488,14 @@ typedef struct {
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sfxHandle_t gibBounce1Sound;
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sfxHandle_t gibBounce2Sound;
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sfxHandle_t gibBounce3Sound;
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sfxHandle_t teleInSound;
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sfxHandle_t teleOutSound;
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// sfxHandle_t teleInSound;
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// sfxHandle_t teleOutSound;
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sfxHandle_t noAmmoSound;
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sfxHandle_t respawnSound;
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sfxHandle_t talkSound;
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sfxHandle_t landSound;
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sfxHandle_t fallSound;
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sfxHandle_t jumpPadSound;
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// sfxHandle_t jumpPadSound;
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sfxHandle_t oneMinuteSound;
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sfxHandle_t fiveMinuteSound;
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@ -1743,8 +1743,8 @@ static void CG_RegisterSounds(void)
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cgs.media.knifeDeathSound = trap_S_RegisterSound("sound/player/gurp2.wav", qfalse);
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cgs.media.knifeHitSound = trap_S_RegisterSound("sound/misc/knife_hit.wav", qfalse);
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cgs.media.teleInSound = trap_S_RegisterSound("sound/world/telein.wav", qfalse);
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cgs.media.teleOutSound = trap_S_RegisterSound("sound/world/teleout.wav", qfalse);
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// cgs.media.teleInSound = trap_S_RegisterSound("sound/world/telein.wav", qfalse);
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// cgs.media.teleOutSound = trap_S_RegisterSound("sound/world/teleout.wav", qfalse);
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cgs.media.respawnSound = trap_S_RegisterSound("sound/items/respawn1.wav", qfalse);
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cgs.media.noAmmoSound = trap_S_RegisterSound("sound/weapons/noammo.wav", qfalse);
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@ -1769,7 +1769,7 @@ static void CG_RegisterSounds(void)
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cgs.media.watrOutSound = trap_S_RegisterSound("sound/player/watr_out.wav", qfalse);
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cgs.media.watrUnSound = trap_S_RegisterSound("sound/player/watr_un.wav", qfalse);
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cgs.media.jumpPadSound = trap_S_RegisterSound("sound/world/jumppad.wav", qfalse);
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// cgs.media.jumpPadSound = trap_S_RegisterSound("sound/world/jumppad.wav", qfalse);
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for (i = 0; i < 4; i++) {
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Com_sprintf(name, sizeof(name), "sound/player/footsteps/step%i.wav", i + 1);
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