Sound Shaders: Exit out when we attempt to play a shader that hasn't been
precached.
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parent
923f0f424b
commit
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2 changed files with 23 additions and 3 deletions
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@ -440,6 +440,11 @@ initents(void)
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precache_sound("items/flashlight1.wav");
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precache_sound("common/null.wav");
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Sound_Precache("player.gasplight");
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Sound_Precache("player.gaspheavy");
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Sound_Precache("player.waterenter");
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Sound_Precache("player.waterexit");
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Game_InitRules();
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Game_Worldspawn();
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Decals_Init();
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@ -276,9 +276,14 @@ Sound_Play(entity target, int chan, string shader)
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int sample;
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flag = 0;
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sample = (int)hash_get(g_hashsounds, shader);
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sample = (int)hash_get(g_hashsounds, shader, -1);
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if (sample < 0) {
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#ifdef SERVER
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error(sprintf("Sound_Speak: shader %s is not precached (SERVER)\n", shader));
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#else
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error(sprintf("Sound_Speak: shader %s is not precached (CLIENT)\n", shader));
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#endif
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return;
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}
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@ -379,9 +384,14 @@ Sound_PlayAt(vector pos, string shader)
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int sample;
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flag = 0;
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sample = (int)hash_get(g_hashsounds, shader);
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sample = (int)hash_get(g_hashsounds, shader, -1);
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if (sample < 0) {
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#ifdef SERVER
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error(sprintf("Sound_Speak: shader %s is not precached (SERVER)\n", shader));
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#else
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error(sprintf("Sound_Speak: shader %s is not precached (CLIENT)\n", shader));
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#endif
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return;
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}
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@ -481,9 +491,14 @@ Sound_Speak(entity target, string shader)
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int flag;
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int sample;
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sample = (int)hash_get(g_hashsounds, shader);
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sample = (int)hash_get(g_hashsounds, shader, -1);
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if (sample < 0) {
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#ifdef SERVER
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error(sprintf("Sound_Speak: shader %s is not precached (SERVER)\n", shader));
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#else
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error(sprintf("Sound_Speak: shader %s is not precached (CLIENT)\n", shader));
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#endif
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return;
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}
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