Example #1
0
void	nox_trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) {
	int doit = 1; //consider NonX (lmo)

	if ( cg.snap->ps.duelInProgress )
	{ // this client is dueling
		if ( entityNum >= 0 && entityNum < MAX_CLIENTS && entityNum != cg.snap->ps.clientNum &&
			entityNum != cg.snap->ps.duelIndex )
		{	// sound originated from a client, but not one of the duelers
			doit = 0;
		}
		else if ( entityNum >= MAX_CLIENTS &&
			cg_entities[entityNum].currentState.otherEntityNum != ENTITYNUM_NONE &&
			cg_entities[entityNum].currentState.otherEntityNum != cg.snap->ps.clientNum &&
			cg_entities[entityNum].currentState.otherEntityNum != cg.snap->ps.duelIndex )
		{  // sound generated by an temp entity in a snap, the otherEntityNum should be the orinating
		   // client number (by hack!). If otherEntityNum is ENTITYNUM_NONE, then it is one of the many sounds
		   // I don't bother filtering, so play it. Otherwise, if not from the duelers, supress it
			doit = 0;
		}
	}
	if ( doit )
	{
		trap_S_AddRealLoopingSound( entityNum, origin, velocity, sfx );
	}
}
Example #2
0
void CG_AddRealLoopingSound (int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx)
{
    if (CG_CheckCanPlaySound(origin, entityNum, sfx)) {
        trap_S_AddRealLoopingSound(entityNum, origin, velocity, sfx);
    }
}