@ -163,7 +163,7 @@ void CL_AddClientResources( void )
@@ -163,7 +163,7 @@ void CL_AddClientResources( void )
// then check sounds
for ( i = 0 ; i < ARRAYSIZE ( cl_player_shell_sounds ) ; i + + )
{
Q_snprintf ( filepath , sizeof ( filepath ) , " %s%s " , DEFAULT_SOUNDPATH , cl_player_shell_sounds [ i ] ) ;
Q_snprintf ( filepath , sizeof ( filepath ) , DEFAULT_SOUNDPATH " %s " , cl_player_shell_sounds [ i ] ) ;
if ( ! FS_FileExists ( filepath , false ) )
CL_AddClientResource ( cl_player_shell_sounds [ i ] , t_sound ) ;
@ -171,7 +171,7 @@ void CL_AddClientResources( void )
@@ -171,7 +171,7 @@ void CL_AddClientResources( void )
for ( i = 0 ; i < ARRAYSIZE ( cl_weapon_shell_sounds ) ; i + + )
{
Q_snprintf ( filepath , sizeof ( filepath ) , " %s%s " , DEFAULT_SOUNDPATH , cl_weapon_shell_sounds [ i ] ) ;
Q_snprintf ( filepath , sizeof ( filepath ) , DEFAULT_SOUNDPATH " %s " , cl_weapon_shell_sounds [ i ] ) ;
if ( ! FS_FileExists ( filepath , false ) )
CL_AddClientResource ( cl_weapon_shell_sounds [ i ] , t_sound ) ;
@ -179,7 +179,7 @@ void CL_AddClientResources( void )
@@ -179,7 +179,7 @@ void CL_AddClientResources( void )
for ( i = 0 ; i < ARRAYSIZE ( cl_explode_sounds ) ; i + + )
{
Q_snprintf ( filepath , sizeof ( filepath ) , " %s%s " , DEFAULT_SOUNDPATH , cl_explode_sounds [ i ] ) ;
Q_snprintf ( filepath , sizeof ( filepath ) , DEFAULT_SOUNDPATH " %s " , cl_explode_sounds [ i ] ) ;
if ( ! FS_FileExists ( filepath , false ) )
CL_AddClientResource ( cl_explode_sounds [ i ] , t_sound ) ;
@ -188,7 +188,7 @@ void CL_AddClientResources( void )
@@ -188,7 +188,7 @@ void CL_AddClientResources( void )
#if 0 // ric sounds was precached by server-side
for ( i = 0 ; i < ARRAYSIZE ( cl_ricochet_sounds ) ; i + + )
{
Q_snprintf ( filepath , sizeof ( filepath ) , " %s%s " , DEFAULT_SOUNDPATH , cl_ricochet_sounds [ i ] ) ;
Q_snprintf ( filepath , sizeof ( filepath ) , DEFAULT_SOUNDPATH " %s " , cl_ricochet_sounds [ i ] ) ;
if ( ! FS_FileExists ( filepath , false ) )
CL_AddClientResource ( cl_ricochet_sounds [ i ] , t_sound ) ;
@ -322,15 +322,15 @@ void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp )
@@ -322,15 +322,15 @@ void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp )
Q_snprintf ( soundname , sizeof ( soundname ) , " debris/wood%i.wav " , COM_RandomLong ( 1 , 4 ) ) ;
break ;
case BOUNCE_SHRAP :
Q_snprintf ( soundname , sizeof ( soundname ) , " %s " , cl_ricochet_sounds [ COM_RandomLong ( 0 , 4 ) ] ) ;
Q_strncpy ( soundname , cl_ricochet_sounds [ COM_RandomLong ( 0 , 4 ) ] , sizeof ( soundname ) ) ;
break ;
case BOUNCE_SHOTSHELL :
Q_snprintf ( soundname , sizeof ( soundname ) , " %s " , cl_weapon_shell_sounds [ COM_RandomLong ( 0 , 2 ) ] ) ;
Q_strncpy ( soundname , cl_weapon_shell_sounds [ COM_RandomLong ( 0 , 2 ) ] , sizeof ( soundname ) ) ;
isshellcasing = true ; // shell casings have different playback parameters
fvol = 0.5f ;
break ;
case BOUNCE_SHELL :
Q_snprintf ( soundname , sizeof ( soundname ) , " %s " , cl_player_shell_sounds [ COM_RandomLong ( 0 , 2 ) ] ) ;
Q_strncpy ( soundname , cl_player_shell_sounds [ COM_RandomLong ( 0 , 2 ) ] , sizeof ( soundname ) ) ;
isshellcasing = true ; // shell casings have different playback parameters
break ;
case BOUNCE_CONCRETE :
@ -1522,7 +1522,7 @@ void GAME_EXPORT R_RicochetSound( const vec3_t pos )
@@ -1522,7 +1522,7 @@ void GAME_EXPORT R_RicochetSound( const vec3_t pos )
char soundpath [ 32 ] ;
sound_t handle ;
Q_snprintf ( soundpath , sizeof ( soundpath ) , " %s " , cl_ricochet_sounds [ COM_RandomLong ( 0 , 4 ) ] ) ;
Q_strncpy ( soundpath , cl_ricochet_sounds [ COM_RandomLong ( 0 , 4 ) ] , sizeof ( soundpath ) ) ;
handle = S_RegisterSound ( soundpath ) ;
S_StartSound ( pos , 0 , CHAN_AUTO , handle , fvol , ATTN_NORM , iPitch , 0 ) ;
@ -1672,7 +1672,7 @@ void GAME_EXPORT R_Explosion( vec3_t pos, int model, float scale, float framerat
@@ -1672,7 +1672,7 @@ void GAME_EXPORT R_Explosion( vec3_t pos, int model, float scale, float framerat
if ( ! FBitSet ( flags , TE_EXPLFLAG_NOSOUND ) )
{
hSound = S_RegisterSound ( va ( " %s " , cl_explode_sounds [ COM_RandomLong ( 0 , 2 ) ] ) ) ;
hSound = S_RegisterSound ( cl_explode_sounds [ COM_RandomLong ( 0 , 2 ) ] ) ;
S_StartSound ( pos , 0 , CHAN_STATIC , hSound , VOL_NORM , 0.3f , PITCH_NORM , 0 ) ;
}
}