Example #1
0
//=========================================================
// FIsSound - returns true if the sound is an Audible sound
//=========================================================
bool CSound::FIsSound( void )
{
    switch ( SoundTypeNoContext() ) {
        case SOUND_COMBAT:
        case SOUND_WORLD:
        case SOUND_PLAYER:
        case SOUND_DANGER:
        case SOUND_PHYSICS_DANGER:
        case SOUND_PLAYER_VEHICLE:
            return true;

        default:
            return false;
    }
}
Example #2
0
//=========================================================
// FIsSound - returns true if the sound is an Audible sound
//=========================================================
bool CSound::FIsSound ( void )
{
	switch( SoundTypeNoContext() )
	{
	case SOUND_COMBAT:
	case SOUND_WORLD:
	case SOUND_PLAYER:
	case SOUND_DANGER:
	case SOUND_DANGER_SNIPERONLY:
	case SOUND_THUMPER:
	case SOUND_BULLET_IMPACT:
	case SOUND_BUGBAIT:
	case SOUND_PHYSICS_DANGER:
	case SOUND_MOVE_AWAY:
	case SOUND_PLAYER_VEHICLE:
		return true;

	default:
		return false;
	}
}