From 2a86794d67a5c4611e040106d9c45e0741f08795 Mon Sep 17 00:00:00 2001 From: Marco Hladik Date: Thu, 2 Sep 2021 21:11:54 +0200 Subject: [PATCH] Add precache_cubemap() to src/client/defs.h --- base/src/shared/weapon_common.qc | 2 +- src/client/defs.h | 11 +++++++++++ src/shared/sound.qc | 14 +++++++------- 3 files changed, 19 insertions(+), 8 deletions(-) diff --git a/base/src/shared/weapon_common.qc b/base/src/shared/weapon_common.qc index 92123a09..b069a460 100644 --- a/base/src/shared/weapon_common.qc +++ b/base/src/shared/weapon_common.qc @@ -78,7 +78,7 @@ Weapons_Init(void) } } -#if 1 +#if 0 for (int i = 0; i < g_weapons.length; i++) print(sprintf("Weapon-Weight order: %s, %i\n", g_weapons[g_weapon_weights[i]].name, i)); #endif diff --git a/src/client/defs.h b/src/client/defs.h index 19f5004d..97ab41ba 100644 --- a/src/client/defs.h +++ b/src/client/defs.h @@ -104,6 +104,17 @@ void drawrect(vector pos, vector sz, float thickness, vector rgb, float al, opti drawfill(pos + [sz[0] - thickness, thickness], [thickness, sz[1] - (thickness * 2)], rgb, al, dfl); } +void +precache_cubemap(string path) +{ + precache_pic(strcat(path, "_bk")); + precache_pic(strcat(path, "_dn")); + precache_pic(strcat(path, "_ft")); + precache_pic(strcat(path, "_lf")); + precache_pic(strcat(path, "_rt")); + precache_pic(strcat(path, "_up")); +} + struct { /* viewmodel stuff */ diff --git a/src/shared/sound.qc b/src/shared/sound.qc index ee12410a..07516b9c 100644 --- a/src/shared/sound.qc +++ b/src/shared/sound.qc @@ -274,7 +274,7 @@ Sound_Precache(string shader) } void -Sound_Distance(string shader) +Sound_Distance(entity target, string shader) { int r; float volume; @@ -329,8 +329,8 @@ Sound_Distance(string shader) #endif sound( - world, - CHAN_AUTO, + target, + 5, argv(r), volume, ATTN_NONE, @@ -437,10 +437,6 @@ Sound_Play(entity target, int chan, string shader) } #endif - if (g_sounds[sample].distshader) { - Sound_Distance(g_sounds[sample].distshader); - } - sound( target, chan, @@ -451,6 +447,10 @@ Sound_Play(entity target, int chan, string shader) flag, g_sounds[sample].offset ); + + if (g_sounds[sample].distshader) { + Sound_Distance(target, g_sounds[sample].distshader); + } } void