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engine: move attenuation none sound spatialize fix to bugcomp mode, as Xash native games use this
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@ -14,3 +14,4 @@ When `-bugcomp` is specified with argument, it interpreted as flags separated wi
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| ------- | ----------- | ---------------------------- |
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| `peoei` | Reverts `pfnPEntityOfEntIndex` behavior to GoldSrc, where it returns NULL for last player due to incorrect player index comparison | * Counter-Strike: Condition Zero - Deleted Scenes |
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| `gsmrf` | Rewrites message at the moment when Game DLL attempts to write an internal engine message, usually specific to GoldSrc protocol. Right now only supports `svc_spawnstaticsound`, more messages added by request. | * MetaMod/AMXModX based mods |
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| `sp_attn_none` | Makes sounds with attenuation zero spatialized, i.e. have a stereo effect. | Possibly, every game that was made for GoldSrc. |
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@ -524,8 +524,11 @@ static void SND_Spatialize( channel_t *ch )
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dist = VectorNormalizeLength( source_vec );
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dot = DotProduct( s_listener.right, source_vec );
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// don't pan sounds with no attenuation
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if( ch->dist_mult <= 0.0f ) dot = 0.0f;
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if( !FBitSet( host.bugcomp, BUGCOMP_SPATIALIZE_SOUND_WITH_ATTN_NONE ))
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{
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// don't pan sounds with no attenuation
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if( ch->dist_mult <= 0.0f ) dot = 0.0f;
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}
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// fill out channel volumes for single location
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S_SpatializeChannel( &ch->leftvol, &ch->rightvol, ch->master_vol, gain, dot, dist * ch->dist_mult );
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@ -273,6 +273,9 @@ typedef enum bugcomp_e
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// rewrites mod's attempts to write GoldSrc-specific messages into Xash protocol
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// (new wrappers are added by request)
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BUGCOMP_MESSAGE_REWRITE_FACILITY_FLAG = BIT( 1 ),
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// makes sound with no attenuation spatialized, like in GoldSrc
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BUGCOMP_SPATIALIZE_SOUND_WITH_ATTN_NONE = BIT( 2 ),
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} bugcomp_t;
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typedef struct host_parm_s
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@ -73,6 +73,7 @@ static feature_message_t bugcomp_features[] =
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{
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{ BUGCOMP_PENTITYOFENTINDEX_FLAG, "pfnPEntityOfEntIndex bugfix revert", "peoei" },
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{ BUGCOMP_MESSAGE_REWRITE_FACILITY_FLAG, "GoldSrc Message Rewrite Facility", "gsmrf" },
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{ BUGCOMP_SPATIALIZE_SOUND_WITH_ATTN_NONE, "spatialize sounds with zero attenuation", "sp_attn_none" },
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};
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static feature_message_t engine_features[] =
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