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https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-11 12:49:49 +01:00
Remove completely useless language check.
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3a5b8e7b9b
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e571224570
@ -58,12 +58,6 @@ void CGib::SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs )
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{
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{
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int i;
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int i;
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if( g_Language == LANGUAGE_GERMAN )
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{
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// no sticky gibs in germany right now!
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return;
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}
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for( i = 0; i < cGibs; i++ )
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for( i = 0; i < cGibs; i++ )
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{
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{
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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@ -126,16 +120,8 @@ void CGib::SpawnHeadGib( entvars_t *pevVictim )
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{
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{
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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if( g_Language == LANGUAGE_GERMAN )
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{
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pGib->Spawn( "models/germangibs.mdl" );// throw one head
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pGib->pev->body = 0;
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}
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else
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{
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pGib->Spawn( "models/hgibs.mdl" );// throw one head
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pGib->Spawn( "models/hgibs.mdl" );// throw one head
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pGib->pev->body = 0;
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pGib->pev->body = 0;
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}
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if( pevVictim )
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if( pevVictim )
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{
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{
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@ -187,13 +173,6 @@ void CGib::SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human )
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{
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{
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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if( g_Language == LANGUAGE_GERMAN )
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{
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pGib->Spawn( "models/germangibs.mdl" );
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pGib->pev->body = RANDOM_LONG( 0, GERMAN_GIB_COUNT - 1 );
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}
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else
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{
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if( human )
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if( human )
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{
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{
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// human pieces
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// human pieces
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@ -206,7 +185,6 @@ void CGib::SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human )
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pGib->Spawn( "models/agibs.mdl" );
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pGib->Spawn( "models/agibs.mdl" );
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pGib->pev->body = RANDOM_LONG( 0, ALIEN_GIB_COUNT - 1 );
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pGib->pev->body = RANDOM_LONG( 0, ALIEN_GIB_COUNT - 1 );
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}
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}
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}
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if( pevVictim )
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if( pevVictim )
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{
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{
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@ -719,7 +697,7 @@ void CGib::BounceGibTouch( CBaseEntity *pOther )
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}
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}
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else
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else
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{
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{
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if( g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
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if( m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
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{
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{
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vecSpot = pev->origin + Vector( 0.0f, 0.0f, 8.0f );//move up a bit, and trace down.
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vecSpot = pev->origin + Vector( 0.0f, 0.0f, 8.0f );//move up a bit, and trace down.
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UTIL_TraceLine( vecSpot, vecSpot + Vector( 0.0f, 0.0f, -24.0f ), ignore_monsters, ENT( pev ), &tr );
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UTIL_TraceLine( vecSpot, vecSpot + Vector( 0.0f, 0.0f, -24.0f ), ignore_monsters, ENT( pev ), &tr );
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@ -1329,16 +1329,9 @@ IMPLEMENT_SAVERESTORE( CGibShooter, CBaseDelay )
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LINK_ENTITY_TO_CLASS( gibshooter, CGibShooter )
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LINK_ENTITY_TO_CLASS( gibshooter, CGibShooter )
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void CGibShooter::Precache( void )
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void CGibShooter::Precache( void )
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{
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if( g_Language == LANGUAGE_GERMAN )
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{
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m_iGibModelIndex = PRECACHE_MODEL( "models/germanygibs.mdl" );
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}
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else
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{
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{
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m_iGibModelIndex = PRECACHE_MODEL( "models/hgibs.mdl" );
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m_iGibModelIndex = PRECACHE_MODEL( "models/hgibs.mdl" );
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}
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}
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}
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void CGibShooter::KeyValue( KeyValueData *pkvd )
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void CGibShooter::KeyValue( KeyValueData *pkvd )
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{
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{
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@ -36,4 +36,4 @@ DLL_GLOBAL int g_iSkillLevel;
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DLL_GLOBAL int gDisplayTitle;
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DLL_GLOBAL int gDisplayTitle;
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DLL_GLOBAL BOOL g_fGameOver;
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DLL_GLOBAL BOOL g_fGameOver;
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DLL_GLOBAL const Vector g_vecZero = Vector( 0, 0, 0 );
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DLL_GLOBAL const Vector g_vecZero = Vector( 0, 0, 0 );
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DLL_GLOBAL int g_Language;
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@ -3339,13 +3339,11 @@ void CBloodSplat::Spray( void )
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{
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{
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TraceResult tr;
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TraceResult tr;
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if( g_Language != LANGUAGE_GERMAN )
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{
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UTIL_MakeVectors( pev->angles );
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UTIL_MakeVectors( pev->angles );
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UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr );
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UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr );
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UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
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UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
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}
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SetThink( &CBaseEntity::SUB_Remove );
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time + 0.1f;
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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}
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@ -1100,9 +1100,6 @@ void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color,
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if( !UTIL_ShouldShowBlood( color ) )
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if( !UTIL_ShouldShowBlood( color ) )
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return;
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return;
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if( g_Language == LANGUAGE_GERMAN && color == BLOOD_COLOR_RED )
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color = 0;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin );
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin );
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WRITE_BYTE( TE_BLOODSTREAM );
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WRITE_BYTE( TE_BLOODSTREAM );
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WRITE_COORD( origin.x );
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WRITE_COORD( origin.x );
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@ -1124,9 +1121,6 @@ void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color,
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if( color == DONT_BLEED || amount == 0 )
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if( color == DONT_BLEED || amount == 0 )
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return;
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return;
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if( g_Language == LANGUAGE_GERMAN && color == BLOOD_COLOR_RED )
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color = 0;
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if( g_pGameRules->IsMultiplayer() )
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if( g_pGameRules->IsMultiplayer() )
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{
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{
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// scale up blood effect in multiplayer for better visibility
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// scale up blood effect in multiplayer for better visibility
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12
dlls/util.h
12
dlls/util.h
@ -401,18 +401,6 @@ void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int
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extern DLL_GLOBAL const Vector g_vecZero;
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extern DLL_GLOBAL const Vector g_vecZero;
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//
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// Constants that were used only by QC (maybe not used at all now)
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//
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// Un-comment only as needed
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//
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#define LANGUAGE_ENGLISH 0
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#define LANGUAGE_GERMAN 1
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#define LANGUAGE_FRENCH 2
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#define LANGUAGE_BRITISH 3
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extern DLL_GLOBAL int g_Language;
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#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
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#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
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#define AMBIENT_SOUND_EVERYWHERE 1
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#define AMBIENT_SOUND_EVERYWHERE 1
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#define AMBIENT_SOUND_SMALLRADIUS 2
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#define AMBIENT_SOUND_SMALLRADIUS 2
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@ -513,16 +513,8 @@ void CWorld::Precache( void )
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PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
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PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
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PRECACHE_SOUND( "common/bodydrop4.wav" );
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PRECACHE_SOUND( "common/bodydrop4.wav" );
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g_Language = (int)CVAR_GET_FLOAT( "sv_language" );
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if( g_Language == LANGUAGE_GERMAN )
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{
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PRECACHE_MODEL( "models/germangibs.mdl" );
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}
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else
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{
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PRECACHE_MODEL( "models/hgibs.mdl" );
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PRECACHE_MODEL( "models/hgibs.mdl" );
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PRECACHE_MODEL( "models/agibs.mdl" );
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PRECACHE_MODEL( "models/agibs.mdl" );
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}
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PRECACHE_SOUND( "weapons/ric1.wav" );
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PRECACHE_SOUND( "weapons/ric1.wav" );
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PRECACHE_SOUND( "weapons/ric2.wav" );
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PRECACHE_SOUND( "weapons/ric2.wav" );
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