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engine: add basic sounds.lst implementation
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65
Documentation/extensions/sounds.lst.md
Normal file
65
Documentation/extensions/sounds.lst.md
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@ -0,0 +1,65 @@
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# sounds.lst.md
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Using sounds.lst located in scripts folder, modder can override some of the hardcoded sounds in temp entities and server physics.
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File format:
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```
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<group name>
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{
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<path1>
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<path2>
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<path3>
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}
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<group2 name> <path with %d> <min number> <max number>
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```
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* Sounds can use any supported sound format (WAV or MP3).
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* The path must be relative to the sounds/ folder in the game or base directory root, addon folder, or archive root.
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* Groups can be empty or omitted from the file to load no sound.
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* Groups can either list a set of files or specify a format string and a range.
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* Anything after // will be considered a comment and ignored.
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* Behavior is undefined if the group was listed multiple times.
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Currently supported groups are:
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|Group name|Usage|
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|----------|-----|
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|`BouncePlayerShell`|Used for BOUNCE_SHELL tempentity hitsound|
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|`BounceWeaponShell`|Used for BOUCNE_SHOTSHELL tempentity hitsound|
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|`BounceConcrete`|Used for BOUNCE_CONCRETE tempentity hitsound|
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|`BounceGlass`|Used for BOUCNE_GLASS|
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|`BounceMetal`|Used for BOUNCE_METAL|
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|`BounceFlesh`|Used for BOUNCE_FLESH|
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|`BounceWood`|Used for BOUNCE_WOOD|
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|`Ricochet`|Used for BOUNCE_SHRAP and ricochet tempentities|
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|`Explode`|Used for tempentity explosions|
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|`EntityWaterEnter`|Used for entity entering water|
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|`EntityWaterExit`|Used for entity exiting water|
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|`PlayerWaterEnter`|Used for player entering water|
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|`PlayerWaterExit`|Used for player exiting water|
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## Example
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This example is based on defaults sounds used in Half-Life:
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```
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BouncePlayerShell "player/pl_shell%d.wav" 1 3
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BounceWeaponShell "weapons/sshell%d.wav" 1 3
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BounceConcrete "debris/concrete%d.wav" 1 3
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BounceGlass "debris/glass%d.wav" 1 4
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BounceMetal "debris/metal%d.wav" 1 6
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BounceFlesh "debris/flesh%d.wav" 1 7
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BounceWood "debris/wood%d.wav" 1 4
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Ricochet "weapons/ric%d.wav" 1 5
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Explode "weapons/explode%d.wav" 3 5
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EntityWaterEnter "player/pl_wade%d.wav" 1 4
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EntityWaterExit "player/pl_wade%d.wav" 1 4
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PlayerWaterEnter
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{
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"player/pl_wade1.wav"
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}
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PlayerWaterExit
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{
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"player/pl_wade2.wav"
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}
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```
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@ -816,6 +816,34 @@ void NET_MasterClear( void );
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void NET_MasterShutdown( void );
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qboolean NET_GetMaster( netadr_t from, uint *challenge, double *last_heartbeat );
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//
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// sounds.c
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//
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typedef enum soundlst_group_e
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{
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BouncePlayerShell = 0,
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BounceWeaponShell,
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BounceConcrete,
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BounceGlass,
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BounceMetal,
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BounceFlesh,
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BounceWood,
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Ricochet,
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Explode,
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PlayerWaterEnter,
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PlayerWaterExit,
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EntityWaterEnter,
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EntityWaterExit,
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SoundList_Groups // must be last
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} soundlst_group_t;
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int SoundList_Count( soundlst_group_t group );
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const char *SoundList_GetRandom( soundlst_group_t group );
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const char *SoundList_Get( soundlst_group_t group, int idx );
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void SoundList_Init( void );
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void SoundList_Shutdown( void );
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#ifdef REF_DLL
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#error "common.h in ref_dll"
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#endif
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@ -1310,6 +1310,7 @@ int EXPORT Host_Main( int argc, char **argv, const char *progname, int bChangeGa
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HTTP_Init();
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ID_Init();
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SoundList_Init();
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if( Host_IsDedicated() )
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{
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@ -1412,6 +1413,7 @@ void EXPORT Host_Shutdown( void )
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SV_ShutdownFilter();
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CL_Shutdown();
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SoundList_Shutdown();
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Mod_Shutdown();
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NET_Shutdown();
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HTTP_Shutdown();
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362
engine/common/sounds.c
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362
engine/common/sounds.c
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@ -0,0 +1,362 @@
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/*
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sounds.c - sounds.lst parser
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Copyright (C) 2024 Alibek Omarov
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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enum soundlst_type_e
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{
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SoundList_None,
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SoundList_Range,
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SoundList_List
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};
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static const char *soundlst_groups[SoundList_Groups] =
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{
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"BouncePlayerShell",
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"BounceWeaponShell",
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"BounceConcrete",
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"BounceGlass",
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"BounceMetal",
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"BounceFlesh",
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"BounceWood",
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"Ricochet",
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"Explode",
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"PlayerWaterEnter",
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"PlayerWaterExit",
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"EntityWaterEnter",
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"EntityWaterExit",
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};
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typedef struct soundlst_s
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{
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enum soundlst_type_e type;
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char *snd;
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int min; // the string length if type is group
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int max; // the string count if type is group
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} soundlst_t;
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soundlst_t soundlst[SoundList_Groups];
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static void SoundList_Print_f( void );
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static void SoundList_Free( soundlst_t *lst )
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{
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if( lst->snd )
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Mem_Free( lst->snd );
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memset( lst, 0, sizeof( *lst ));
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}
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void SoundList_Shutdown( void )
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{
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int i;
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for( i = 0; i < SoundList_Groups; i++ )
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SoundList_Free( &soundlst[i] );
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}
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int SoundList_Count( enum soundlst_group_e group )
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{
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soundlst_t *lst = &soundlst[group];
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switch( lst->type )
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{
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case SoundList_Range:
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return lst->max - lst->min + 1;
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case SoundList_List:
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return lst->max;
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}
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return 0;
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}
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const char *SoundList_Get( enum soundlst_group_e group, int i )
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{
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static string temp;
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soundlst_t *lst = &soundlst[group];
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if( i < 0 || i >= SoundList_Count( group ))
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return NULL;
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switch( lst->type )
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{
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case SoundList_Range:
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Q_snprintf( temp, sizeof( temp ), lst->snd, lst->min + i );
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return temp;
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case SoundList_List:
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return &lst->snd[i * lst->min];
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}
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return NULL;
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}
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const char *SoundList_GetRandom( enum soundlst_group_e group )
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{
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int count = SoundList_Count( group );
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int idx = COM_RandomLong( 0, count - 1 );
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Con_Printf( "%s: %s %d %d\n", __func__, soundlst_groups[group], count, idx );
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return SoundList_Get( group, idx );
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}
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static qboolean SoundList_ParseGroup( soundlst_t *lst, char **file )
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{
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string token;
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int count = 0, slen = 0, i;
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char *p;
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p = *file;
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while(( p = COM_ParseFile( p, token, sizeof( token ))))
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{
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int len;
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if( !Q_strcmp( token, "}" ))
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break;
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if( !Q_strcmp( token, "{" ))
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{
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Con_Printf( "%s: expected '}' but got '{' during group list parse\n", __func__ );
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return false;
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}
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else if( !COM_CheckStringEmpty( token ))
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{
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Con_Printf( "%s: expected '}' but got EOF during group list parse\n", __func__ );
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return false;
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}
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len = Q_strlen( token ) + 1;
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if( slen < len )
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slen = len;
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count++;
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}
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if( count == 0 ) // deactivate group
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{
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lst->type = SoundList_None;
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lst->snd = NULL;
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lst->min = lst->max = 0;
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return true;
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}
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lst->type = SoundList_List;
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lst->min = slen;
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lst->max = count;
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lst->snd = Mem_Malloc( host.mempool, count * slen ); // allocate single buffer for the whole group
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for( i = 0; i < count; i++ )
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{
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*file = COM_ParseFile( *file, token, sizeof( token ));
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Q_strncpy( &lst->snd[i * slen], token, slen );
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}
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return true;
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}
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static qboolean SoundList_ParseRange( soundlst_t *lst, char **file )
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{
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string token, snd;
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char *p;
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int i = 0;
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lst->type = SoundList_Range;
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*file = COM_ParseFile( *file, snd, sizeof( snd ));
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// validate format string, count all % characters
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p = snd;
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i = 0;
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while(( p = Q_strchr( p, '%' )))
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{
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// only decimal
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if( p[1] != 'd' && p[1] != 'i' && p[1] != 'u' )
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{
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Con_Printf( "%s: invalid range string %s, only decimal numbers are allowed", __func__, snd );
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return false;
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}
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i++;
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p++;
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}
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// if more than one %, then it's an invalid format string
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if( i != 1 )
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{
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Con_Printf( "%s: invalid range string %s, only single specifier is allowed\n", __func__, snd );
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return false;
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}
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*file = COM_ParseFile( *file, token, sizeof( token ));
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if( !Q_isdigit( token ))
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{
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Con_Printf( "%s: %s must be a digit\n", __func__, token );
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return false;
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}
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lst->min = Q_atoi( token );
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*file = COM_ParseFile( *file, token, sizeof( token ));
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if( !Q_isdigit( token ))
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{
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Con_Printf( "%s: %s must be a digit\n", __func__, token );
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return false;
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}
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lst->max = Q_atoi( token );
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lst->snd = copystring( snd );
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return true;
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}
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static qboolean SoundList_Parse( char *file )
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{
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string token;
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int i;
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while(( file = COM_ParseFile( file, token, sizeof( token ))))
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{
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soundlst_t *lst = NULL;
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char *p;
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for( i = 0; i < SoundList_Groups; i++ )
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{
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if( !Q_strcmp( token, soundlst_groups[i] ))
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{
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lst = &soundlst[i];
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break;
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}
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}
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if( !lst )
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{
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Con_Printf( "%s: unexpected token %s, must be group name\n", __func__, token );
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goto cleanup;
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}
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p = COM_ParseFile( file, token, sizeof( token ));
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// group is a range
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if( !Q_strcmp( token, "{" ))
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{
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file = p; // advance pointer
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if( !SoundList_ParseGroup( lst, &file ))
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goto cleanup;
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file = COM_ParseFile( file, token, sizeof( token ));
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if( Q_strcmp( token, "}" ))
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{
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Con_Printf( "%s: unexpected token %s, must be }\n", __func__, token );
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goto cleanup;
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}
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}
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else
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{
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// ranges are more simple, but need to rewind pointer for them
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if( !SoundList_ParseRange( lst, &file ))
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goto cleanup;
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}
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}
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if( host_developer.value >= 2 )
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SoundList_Print_f();
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return true;
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cleanup:
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SoundList_Shutdown();
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return false;
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}
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static void SoundList_Print_f( void )
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{
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int i;
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for( i = 0; i < SoundList_Groups; i++ )
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{
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soundlst_t *lst = &soundlst[i];
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switch( lst->type )
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{
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case SoundList_Range:
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Con_Reportf( "%-16s\t" S_CYAN "Range" S_DEFAULT " %s [%d; %d]\n",
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soundlst_groups[i], lst->snd, lst->min, lst->max );
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break;
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case SoundList_List:
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{
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int j;
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Con_Reportf( "%-16s\t" S_MAGENTA "List" S_DEFAULT " [", soundlst_groups[i] );
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for( j = 0; j < lst->max; j++ )
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Con_Reportf( "%s%s", &lst->snd[j * lst->min], j + 1 == lst->max ? "" : ", " );
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Con_Reportf( "]\n" );
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break;
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}
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default:
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Con_Reportf( "%-16s\t" S_RED "inactive" S_DEFAULT "\n", soundlst_groups[i] );
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break;
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}
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}
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}
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// I wish we had #embed already
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static const char default_sounds_lst[] =
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"BouncePlayerShell \"player/pl_shell%d.wav\" 1 3\n"
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"BounceWeaponShell \"weapons/sshell%d.wav\" 1 3\n"
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"BounceConcrete \"debris/concrete%d.wav\" 1 3\n"
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"BounceGlass \"debris/glass%d.wav\" 1 4\n"
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"BounceMetal \"debris/metal%d.wav\" 1 6\n"
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"BounceFlesh \"debris/flesh%d.wav\" 1 7\n"
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"BounceWood \"debris/wood%d.wav\" 1 4\n"
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"Ricochet \"weapons/ric%d.wav\" 1 5\n"
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"Explode \"weapons/explode%d.wav\" 3 5\n"
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"EntityWaterEnter \"player/pl_wade%d.wav\" 1 4\n"
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"EntityWaterExit \"player/pl_wade%d.wav\" 1 4\n"
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"PlayerWaterEnter\n"
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"{\n"
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" \"player/pl_wade1.wav\"\n"
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"}\n"
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"\n"
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"PlayerWaterExit\n"
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"{\n"
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" \"player/pl_wade2.wav\"\n"
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"}\n";
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static void SoundList_Reload_f( void )
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{
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qboolean load_internal = false;
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char *pfile = FS_LoadFile( "scripts/sounds.lst", NULL, false );
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if( pfile )
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{
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if( !SoundList_Parse( pfile ))
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{
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Con_Printf( S_ERROR "can't parse sounds.lst file, loading internal...\n" );
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load_internal = true;
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}
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Mem_Free( pfile );
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}
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else load_internal = true;
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if( load_internal )
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SoundList_Parse( (char *)default_sounds_lst );
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}
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void SoundList_Init( void )
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{
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Cmd_AddRestrictedCommand( "host_soundlist_print", SoundList_Print_f, "print current sound list" );
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Cmd_AddRestrictedCommand( "host_soundlist_reload", SoundList_Reload_f, "reload sound list" );
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SoundList_Reload_f ();
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}
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