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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/c_soundscape.cpp

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m_loopingSoundId = 0; const char *mapname = MapName(); const char *mapSoundscapeFilename = NULL; if ( mapname && *mapname ) { mapSoundscapeFilename = VarArgs( "scripts/soundscapes_%s.txt", mapname ); } KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE );
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m_loopingSoundId = 0; const char *mapname = MapName(); // Jon - 2/14/2007: new method //const char *mapSoundscapeFilename = NULL; char mapSoundscapeFilename[256] = {0}; char mapSoundscapeFilenameFF[256] = {0}; // for the FF method of using maps/mapname_soundscapes.txt if ( mapname && *mapname ) { // Jon - 2/14/2007: Let's support both methods. //mapSoundscapeFilename = VarArgs( "scripts/soundscapes_%s.txt", mapname ) // Let's load map soundscape files without worrying about the manifest. if (filesystem->FileExists( VarArgs( "scripts/soundscapes_%s.txt", mapname ) )) { Q_snprintf(mapSoundscapeFilename, sizeof(mapSoundscapeFilename), "scripts/soundscapes_%s.txt", mapname); AddSoundScapeFile( mapSoundscapeFilename ); } // I'd rather FF mappers use maps/mapname_soundscapes.txt to keep most map files together in the maps directory, like with the lua files. if (filesystem->FileExists( VarArgs( "maps/%s_soundscapes.txt", mapname ) )) { Q_snprintf(mapSoundscapeFilenameFF, sizeof(mapSoundscapeFilenameFF), "maps/%s_soundscapes.txt", mapname); // even though they could have completely different entries, warn them anyway so they can merge them together if ( mapSoundscapeFilename[0] ) Warning( "C_SoundscapeSystem::Init: Both %s and %s exist! Potential duplicate soundscapes, so not loading %s. To get rid of this warning, merge one file into the other.\n", mapSoundscapeFilename, mapSoundscapeFilenameFF, mapSoundscapeFilenameFF ); else AddSoundScapeFile( mapSoundscapeFilenameFF ); } // NULL their ends just in case mapSoundscapeFilename[255] = 0; mapSoundscapeFilenameFF[255] = 0; } KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE );
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{ if ( !Q_stricmp( sub->GetName(), "file" ) ) { // Add AddSoundScapeFile( sub->GetString() ); if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) ) { mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape } continue; }
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{ if ( !Q_stricmp( sub->GetName(), "file" ) ) { // Jon - 2/14/2007: don't load the map soundscapes file twice if ( mapSoundscapeFilename[0] && FStrEq(sub->GetString(), mapSoundscapeFilename) ) continue; if ( mapSoundscapeFilenameFF[0] && FStrEq(sub->GetString(), mapSoundscapeFilenameFF) ) continue; // Add AddSoundScapeFile( sub->GetString() ); // Jon - 2/14/2007: altered and moved up above //if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) ) //{ // mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape //} continue; }
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SOUNDSCAPE_MANIFEST_FILE, sub->GetName() ); } if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) ) { AddSoundScapeFile( mapSoundscapeFilename ); } } else {
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SOUNDSCAPE_MANIFEST_FILE, sub->GetName() ); } // Jon - 2/14/2007: altered and moved up above //if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) ) //{ // AddSoundScapeFile( mapSoundscapeFilename ); //} } else {