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https://github.com/FWGS/xash3d-fwgs
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engine: client: hide late precache warning under s_warn_late_precache cvar
This warn is valid mostly for multiplayer games. In singleplayer games, this is a false-positive as sentences are hot loaded
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@ -141,7 +141,7 @@ wavdata_t *S_LoadSound( sfx_t *sfx )
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if( Q_stricmp( sfx->name, "*default" ))
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if( Q_stricmp( sfx->name, "*default" ))
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{
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{
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// load it from disk
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// load it from disk
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if( host_developer.value > 0 && CL_Active() )
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if( s_warn_late_precache.value > 0 && CL_Active() )
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Con_Printf( S_WARN "S_LoadSound: late precache of %s\n", sfx->name );
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Con_Printf( S_WARN "S_LoadSound: late precache of %s\n", sfx->name );
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if( sfx->name[0] == '*' )
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if( sfx->name[0] == '*' )
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@ -46,6 +46,7 @@ static CVAR_DEFINE_AUTO( s_combine_sounds, "0", FCVAR_ARCHIVE, "combine channels
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CVAR_DEFINE_AUTO( snd_mute_losefocus, "1", FCVAR_ARCHIVE, "silence the audio when game window loses focus" );
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CVAR_DEFINE_AUTO( snd_mute_losefocus, "1", FCVAR_ARCHIVE, "silence the audio when game window loses focus" );
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CVAR_DEFINE_AUTO( s_test, "0", 0, "engine developer cvar for quick testing new features" );
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CVAR_DEFINE_AUTO( s_test, "0", 0, "engine developer cvar for quick testing new features" );
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CVAR_DEFINE_AUTO( s_samplecount, "0", FCVAR_ARCHIVE, "sample count (0 for default value)" );
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CVAR_DEFINE_AUTO( s_samplecount, "0", FCVAR_ARCHIVE, "sample count (0 for default value)" );
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CVAR_DEFINE_AUTO( s_warn_late_precache, "0", FCVAR_ARCHIVE, "warn about late precached sounds on client-side" );
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/*
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/*
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=============================================================================
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=============================================================================
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@ -222,6 +222,7 @@ extern convar_t *dsp_off;
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extern convar_t s_test; // cvar to testify new effects
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extern convar_t s_test; // cvar to testify new effects
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extern convar_t s_samplecount;
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extern convar_t s_samplecount;
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extern convar_t snd_mute_losefocus;
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extern convar_t snd_mute_losefocus;
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extern convar_t s_warn_late_precache;
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void S_InitScaletable( void );
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void S_InitScaletable( void );
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wavdata_t *S_LoadSound( sfx_t *sfx );
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wavdata_t *S_LoadSound( sfx_t *sfx );
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