//========================================================= // 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; } }
//========================================================= // 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; } }