From: dresk Date: Mon, 30 Apr 2007 21:59:19 +0000 (+0000) Subject: Applied KadaverJack's patch on my cl_sound_ric_gunshot code that provides a small... X-Git-Tag: xonotic-v0.1.0preview~3228 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=29b81ea9bc731f42fc88d96d7f2c1e589f0b4898;p=xonotic%2Fdarkplaces.git Applied KadaverJack's patch on my cl_sound_ric_gunshot code that provides a small optimization by using bitwise operations instead of numerical calculations. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7218 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/cl_parse.c b/cl_parse.c index 4f943c57..75f1e2b9 100644 --- a/cl_parse.c +++ b/cl_parse.c @@ -164,6 +164,9 @@ cvar_t cl_sound_tink1 = {0, "cl_sound_tink1", "weapons/tink1.wav", "sound to pla cvar_t cl_sound_ric1 = {0, "cl_sound_ric1", "weapons/ric1.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"}; cvar_t cl_sound_ric2 = {0, "cl_sound_ric2", "weapons/ric2.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"}; cvar_t cl_sound_ric3 = {0, "cl_sound_ric3", "weapons/ric3.wav", "sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"}; + +#define RIC_GUNSHOT 1 +#define RIC_GUNSHOTQUAD 2 cvar_t cl_sound_ric_gunshot = {0, "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 = {0, "cl_sound_r_exp3", "weapons/r_exp3.wav", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"}; cvar_t cl_serverextension_download = {0, "cl_serverextension_download", "0", "indicates whether the server supports the download command"}; @@ -2087,7 +2090,7 @@ void CL_ParseTempEntity(void) VectorSet(pos2, pos[0] + radius, pos[1] + radius, pos[2] + radius); VectorSet(pos, pos[0] - radius, pos[1] - radius, pos[2] - radius); CL_ParticleEffect(EFFECT_TE_GUNSHOT, radius, pos, pos2, vec3_origin, vec3_origin, NULL, 0); - if(cl_sound_ric_gunshot.integer == 1 || cl_sound_ric_gunshot.integer == 3) + if(cl_sound_ric_gunshot.integer & RIC_GUNSHOT) { if (rand() % 5) S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1); @@ -2293,7 +2296,7 @@ void CL_ParseTempEntity(void) MSG_ReadVector(pos, cls.protocol); CL_FindNonSolidLocation(pos, pos, 4); CL_ParticleEffect(EFFECT_TE_GUNSHOT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0); - if(cl_sound_ric_gunshot.integer == 1 || cl_sound_ric_gunshot.integer == 3) + if(cl_sound_ric_gunshot.integer & RIC_GUNSHOT) { if (rand() % 5) S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1); @@ -2315,7 +2318,7 @@ void CL_ParseTempEntity(void) MSG_ReadVector(pos, cls.protocol); CL_FindNonSolidLocation(pos, pos, 4); CL_ParticleEffect(EFFECT_TE_GUNSHOTQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0); - if(cl_sound_ric_gunshot.integer >= 2) + if(cl_sound_ric_gunshot.integer & RIC_GUNSHOTQUAD) { if (rand() % 5) S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);