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https://github.com/FWGS/xash3d-fwgs
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engine: client: fix build
Forgot to stage these changes two commits ago =/
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@ -890,7 +890,7 @@ void CL_ParseFileTransferFailed( sizebuf_t *msg );
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void CL_ParseHLTV( sizebuf_t *msg );
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void CL_ParseDirector( sizebuf_t *msg );
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void CL_ParseResLocation( sizebuf_t *msg );
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void CL_ParseCvarValue( sizebuf_t *msg, const qboolean ext );
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void CL_ParseCvarValue( sizebuf_t *msg, const qboolean ext, const connprotocol_t proto );
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void CL_ParseServerMessage( sizebuf_t *msg );
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void CL_ParseTempEntity( sizebuf_t *msg );
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qboolean CL_DispatchUserMessage( const char *pszName, int iSize, void *pbuf );
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@ -43,7 +43,7 @@ CVAR_DEFINE_AUTO( s_lerping, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "apply interpo
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static CVAR_DEFINE( s_ambient_level, "ambient_level", "0.3", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "volume of environment noises (water and wind)" );
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static CVAR_DEFINE( s_ambient_fade, "ambient_fade", "1000", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "rate of volume fading when client is moving" );
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static CVAR_DEFINE_AUTO( s_combine_sounds, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "combine channels with same sounds" );
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static CVAR_DEFINE_AUTO( snd_mute_losefocus, "1", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "silence the audio when game window loses focus" );
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CVAR_DEFINE_AUTO( snd_mute_losefocus, "1", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "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_samplecount, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "sample count (0 for default value)" );
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CVAR_DEFINE_AUTO( s_warn_late_precache, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "warn about late precached sounds on client-side" );
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@ -194,6 +194,7 @@ extern convar_t s_lerping;
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extern convar_t s_test; // cvar to test new effects
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extern convar_t s_samplecount;
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extern convar_t s_warn_late_precache;
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extern convar_t snd_mute_losefocus;
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void S_InitScaletable( void );
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wavdata_t *S_LoadSound( sfx_t *sfx );
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