#define RIC_GUNSHOTQUAD 2
cvar_t cl_sound_ric_gunshot = {CF_CLIENT, "cl_sound_ric_gunshot", "0", "specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD"};
cvar_t cl_sound_r_exp3 = {CF_CLIENT, "cl_sound_r_exp3", "weapons/r_exp3.wav", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"};
+cvar_t snd_cdautopause = {CF_CLIENT | CF_ARCHIVE, "snd_cdautopause", "1", "pause the CD track while the game is paused"};
+
cvar_t cl_serverextension_download = {CF_CLIENT, "cl_serverextension_download", "0", "indicates whether the server supports the download command"};
cvar_t cl_joinbeforedownloadsfinish = {CF_CLIENT | CF_ARCHIVE, "cl_joinbeforedownloadsfinish", "1", "if non-zero the game will begin after the map is loaded before other downloads finish"};
cvar_t cl_nettimesyncfactor = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncfactor", "0", "rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (only applied in bound modes 0, 1, 2, 3)"};
case qw_svc_setpause:
cl.paused = MSG_ReadByte(&cl_message) != 0;
- if (cl.paused)
+ if (cl.paused && snd_cdautopause.integer)
CDAudio_Pause ();
- else
+ else if (bgmvolume.value > 0.0f)
CDAudio_Resume ();
S_PauseGameSounds (cl.paused);
break;
case svc_setpause:
cl.paused = MSG_ReadByte(&cl_message) != 0;
- if (cl.paused)
+ if (cl.paused && snd_cdautopause.integer)
CDAudio_Pause ();
- else
+ else if (bgmvolume.value > 0.0f)
CDAudio_Resume ();
S_PauseGameSounds (cl.paused);
break;
Cvar_RegisterVariable(&cl_sound_ric3);
Cvar_RegisterVariable(&cl_sound_ric_gunshot);
Cvar_RegisterVariable(&cl_sound_r_exp3);
+ Cvar_RegisterVariable(&snd_cdautopause);
Cvar_RegisterVariable(&cl_joinbeforedownloadsfinish);