cl_sfx_ric1 = S_PrecacheSound ("sound/weapons/ric1.wav", false, true);
cl_sfx_ric2 = S_PrecacheSound ("sound/weapons/ric2.wav", false, true);
cl_sfx_ric3 = S_PrecacheSound ("sound/weapons/ric3.wav", false, true);
- cl_sfx_r_exp3 = S_PrecacheSound ("sound/weapons/r_exp3.wav", false, true);
+ if (gamemode != GAME_NEXUIZ)
+ cl_sfx_r_exp3 = S_PrecacheSound ("sound/weapons/r_exp3.wav", false, true);
}
void CL_ParseBeam (model_t *m, int lightning)
}
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
if (rand() % 5)
S_StartSound(-1, 0, cl_sfx_tink1, pos, 1, 1);
else
// LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_EXPLOSIONQUAD:
CL_ParticleExplosion(pos);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 350, 2.5f, 2.0f, 4.0f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_EXPLOSION3:
color[1] = MSG_ReadCoord(cl.protocol) * (2.0f / 1.0f);
color[2] = MSG_ReadCoord(cl.protocol) * (2.0f / 1.0f);
CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_EXPLOSIONRGB:
color[2] = MSG_ReadByte() * (2.0f / 255.0f);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_TAREXPLOSION:
CL_FindNonSolidLocation(pos, pos, 10);
CL_BlobExplosion(pos);
- S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
- S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
break;
color[2] = tempcolor[2] * (2.0f / 255.0f);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_TEI_G3:
CL_ParticleExplosion(pos);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_TEI_PLASMAHIT: