env_sound and env_soundscape: Don't run when WORLD hasn't been initialized
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f3f2176fc7
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07e6fae83e
2 changed files with 13 additions and 3 deletions
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@ -319,7 +319,11 @@ void DSP_UpdateListener(void)
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static int old_dsp;
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vector vecPlayer;
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if (!g_iWorldInitialized) {
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return;
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}
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if (autocvar_dsp_environments == FALSE) {
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return;
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}
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@ -372,7 +376,9 @@ void DSP_UpdateListener(void)
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}
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g_flDSPTime += clframetime;
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#else
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#ifdef DEVELOPER
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print(sprintf("[DSP] Environment changed to %i.\n", g_iDSP));
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#endif
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old_dsp = g_iDSP;
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setup_reverb(12, &reverbPresets[g_iDSP], sizeof(reverbinfo_t));
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#endif
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@ -79,6 +79,10 @@ void DSP_UpdateSoundscape(void)
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{
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vector vecPlayer;
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if (!g_iWorldInitialized) {
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return;
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}
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if (autocvar_dsp_soundscapes == FALSE) {
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return;
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}
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@ -90,7 +94,7 @@ void DSP_UpdateSoundscape(void)
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pSeat = &seats[s];
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vecPlayer = pSeat->vPlayerOrigin;
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#endif
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float bestdist = 999999;
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for ( entity e = world; ( e = find( e, classname, "env_soundscape" ) ); ) {
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env_soundscape scape = (env_soundscape)e;
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@ -126,7 +130,7 @@ void DSP_UpdateSoundscape(void)
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float newvol;
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for ( entity e = world; ( e = find( e, classname, "env_soundscape" ) ); ) {
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env_soundscape t = (env_soundscape)e;
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if (g_ambientsound) {
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if (e == g_ambientsound) {
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continue;
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