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https://github.com/yquake2/yquake2remaster.git
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Whitespace cleanup
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parent
242a62384c
commit
957e4d4735
1 changed files with 13 additions and 13 deletions
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@ -37,7 +37,7 @@
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than could actually be referenced during gameplay,
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because we don't want to free anything until we are
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sure we won't need it. */
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#define MAX_SFX (MAX_SOUNDS * 2)
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#define MAX_SFX (MAX_SOUNDS * 2)
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#define MAX_PLAYSOUNDS 128
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vec3_t listener_origin;
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@ -300,7 +300,7 @@ S_RegisterSound(char *name)
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return sfx;
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}
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struct sfx_s *
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S_RegisterSexedSound(entity_state_t *ent, char *base)
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{
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@ -365,7 +365,7 @@ S_RegisterSexedSound(entity_state_t *ent, char *base)
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return sfx;
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}
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/*
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* Called after registering of
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* sound has ended
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@ -494,7 +494,7 @@ S_AllocPlaysound(void)
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ps = s_freeplays.next;
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if (ps == &s_freeplays)
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{
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{
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/* no free playsounds, this results
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in stuttering an cracking */
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return NULL;
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@ -640,7 +640,7 @@ S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx,
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sc = S_LoadSound(sfx);
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if (!sc)
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{
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{
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/* couldn't load the sound's data */
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return;
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}
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@ -846,7 +846,7 @@ S_RawSamples(int samples, int rate, int width,
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void
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S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
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{
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if (!sound_started)
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{
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return;
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@ -959,9 +959,9 @@ S_SoundList(void)
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Com_Printf("Total resident: %i bytes (%.2f MB) in %d sounds\n", total,
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(float)total / 1024 / 1024, numsounds);
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}
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/* ----------------------------------------------------------------- */
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/*
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* Prints information about the
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* active sound backend
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@ -1056,11 +1056,11 @@ S_Init(void)
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num_sfx = 0;
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paintedtime = 0;
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#ifdef OGG
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OGG_Init();
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#endif
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Com_Printf("Sound sampling rate: %i\n", sound.speed);
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S_StopAllSounds();
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@ -1083,11 +1083,11 @@ S_Shutdown(void)
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}
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S_StopAllSounds();
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#ifdef OGG
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OGG_Shutdown();
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#endif
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/* free all sounds */
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for (i = 0, sfx = known_sfx; i < num_sfx; i++, sfx++)
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{
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@ -1143,4 +1143,4 @@ S_Shutdown(void)
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Cmd_RemoveCommand("ogg_shutdown");
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#endif
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}
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