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Implement stoploopsound from moh 2.0 and above
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2 changed files with 28 additions and 0 deletions
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@ -566,6 +566,15 @@ Event EV_Client_LoopSound
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"soundName volume min_distance pitch",
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"Play the specified sound as a looping sound"
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);
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// Added in 2.0
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Event EV_Client_StopLoopSound
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(
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"stoploopsound",
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EV_DEFAULT,
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NULL,
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NULL,
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"Stop the looping sound"
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);
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Event EV_Client_Cache
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(
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"cache",
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@ -1269,6 +1278,7 @@ CLASS_DECLARATION(Listener, ClientGameCommandManager, NULL) {
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{&EV_Client_StopSound, &ClientGameCommandManager::StopSound },
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{&EV_Client_StopAliasChannel, &ClientGameCommandManager::StopAliasChannel },
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{&EV_Client_LoopSound, &ClientGameCommandManager::LoopSound },
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{&EV_Client_StopLoopSound, &ClientGameCommandManager::StopLoopSound },
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{&EV_Client_Cache, &ClientGameCommandManager::Cache },
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{&EV_Client_CacheImage, &ClientGameCommandManager::CacheImage },
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{&EV_Client_CacheFont, &ClientGameCommandManager::CacheFont },
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@ -4010,6 +4020,9 @@ void ClientGameCommandManager::StopSound(Event *ev)
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cgi.S_StopSound(current_entity_number, channel);
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}
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//===============
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// StopAliasChannel
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//===============
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void ClientGameCommandManager::StopAliasChannel(Event *ev)
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{
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str sound_name;
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@ -4105,6 +4118,20 @@ void ClientGameCommandManager::LoopSound(Event *ev)
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current_centity->tikiLoopSoundFlags = 0;
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}
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//===============
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// StopLoopSound
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//===============
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void ClientGameCommandManager::StopLoopSound(Event* ev)
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{
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if (!current_centity) {
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cgi.DPrintf("CCM::StopLoopSound : StopLoopSound in %s without current_centity\n", cgi.TIKI_Name(current_tiki));
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return;
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}
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Com_Printf("\n\nClientGameCommandManager::StopLoopSound\n\n");
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current_centity->tikiLoopSound = NULL;
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}
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//===============
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// CacheImageResource
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//===============
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@ -851,6 +851,7 @@ private:
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void StopSound(Event *ev);
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void StopAliasChannel(Event *ev);
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void LoopSound(Event *ev);
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void StopLoopSound(Event *ev); // Added in 2.0
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void Cache(Event *ev);
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void CacheImage(Event *ev);
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void CacheFont(Event *ev);
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