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https://github.com/nillerusr/source-engine.git
synced 2026-08-09 10:19:38 +00:00
add source-sdk-2013
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@@ -278,7 +278,7 @@ public:
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V_strncpy( scriptfile, "scripts/mvm_level_sounds.txt", sizeof( scriptfile ) );
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if ( filesystem->FileExists( "scripts/mvm_level_sounds.txt", "GAME" ) )
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{
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soundemitterbase->AddSoundOverrides( "scripts/mvm_level_sounds.txt", true );
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soundemitterbase->AddSoundOverrides( "scripts/mvm_level_sounds.txt" );
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}
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if ( filesystem->FileExists( "scripts/mvm_level_sound_tweaks.txt", "GAME" ) )
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{
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@@ -337,15 +337,6 @@ public:
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FinishLog();
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#endif
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}
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void Flush()
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{
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Assert( soundemitterbase );
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#if !defined( CLIENT_DLL )
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FinishLog();
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#endif
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soundemitterbase->Flush();
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}
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void InternalPrecacheWaves( int soundIndex )
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{
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@@ -474,6 +465,7 @@ public:
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{
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return;
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}
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#endif // STAGING_ONLY
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if ( !Q_strncasecmp( params.soundname, "vo", 2 ) &&
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!( params.channel == CHAN_STREAM ||
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@@ -483,7 +475,6 @@ public:
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DevMsg( "EmitSound: Voice wave file %s doesn't specify CHAN_VOICE, CHAN_VOICE2 or CHAN_STREAM for sound %s\n",
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params.soundname, ep.m_pSoundName );
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}
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#endif // STAGING_ONLY
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// handle SND_CHANGEPITCH/SND_CHANGEVOL and other sound flags.etc.
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if( ep.m_nFlags & SND_CHANGE_PITCH )
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@@ -1007,7 +998,10 @@ void S_SoundEmitterSystemFlush( void )
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// save the current soundscape
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// kill the system
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g_SoundEmitterSystem.Flush();
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g_SoundEmitterSystem.Shutdown();
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// restart the system
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g_SoundEmitterSystem.Init();
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#if !defined( CLIENT_DLL )
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// Redo precache all wave files... (this should work now that we have dynamic string tables)
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