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https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-19 12:14:35 +02:00
Quake 4 integrated with DoomRTX
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@@ -159,12 +159,31 @@ bool idSoundShader::ParseShader(idLexer& src) {
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int i;
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idToken token;
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#ifdef QUAKE4
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parms.minDistance = 40.0f;
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parms.maxDistance = 400.0f;
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parms.volume = 1.0f;
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parms.attenuatedVolume = 0.0f;
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parms.shakes = 0.0f;
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parms.soundShaderFlags = 0;
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parms.soundClass = 0;
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parms.frequencyShift = 1.0f;
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parms.wetLevel = 0.0f;
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parms.dryLevel = 0.0f;
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minFrequencyShift = 1.0f;
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maxFrequencyShift = 1.0f;
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noShakes = false;
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frequentlyUsed = false;
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#else
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parms.minDistance = 1;
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parms.maxDistance = 10;
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parms.volume = 1;
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parms.shakes = 0;
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parms.soundShaderFlags = 0;
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parms.soundClass = 0;
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#endif
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#ifdef PREY
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parms.subIndex = 0;
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@@ -201,9 +220,34 @@ bool idSoundShader::ParseShader(idLexer& src) {
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// minimum number of sounds
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else if (!token.Icmp("minSamples")) {
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#ifdef QUAKE4
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const int requestedSamples = src.ParseInt();
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if (maxSamples < requestedSamples) {
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maxSamples = requestedSamples;
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}
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if (maxSamples > SOUND_MAX_LIST_WAVS) {
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maxSamples = SOUND_MAX_LIST_WAVS;
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}
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#else
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maxSamples = idMath::ClampInt(src.ParseInt(), SOUND_MAX_LIST_WAVS, maxSamples);
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#endif
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}
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#ifdef QUAKE4
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// Raven: frequency shift range
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else if (!token.Icmp("frequencyshift")) {
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minFrequencyShift = src.ParseFloat();
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if (!src.ExpectTokenString(",")) {
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src.FreeSource();
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return false;
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}
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maxFrequencyShift = src.ParseFloat();
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parms.frequencyShift = minFrequencyShift;
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}
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#endif
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// description
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else if (!token.Icmp("description")) {
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src.ReadTokenOnLine(&token);
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@@ -232,6 +276,23 @@ bool idSoundShader::ParseShader(idLexer& src) {
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}
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}
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#ifdef QUAKE4
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// Raven: indexed shake amplitude data
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else if (!token.Icmp("shakeData")) {
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if (!src.ExpectAnyToken(&token)) {
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return false;
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}
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const int shakeIndex = atoi(token.c_str());
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if (!src.ExpectAnyToken(&token)) {
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return false;
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}
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//SetShakeData(shakeIndex, token.c_str());
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}
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#endif
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// reverb -- parsed but unsupported
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else if (!token.Icmp("reverb")) {
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src.ParseFloat();
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@@ -249,6 +310,20 @@ bool idSoundShader::ParseShader(idLexer& src) {
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parms.volume = src.ParseFloat();
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}
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#ifdef QUAKE4
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// Raven: volume specified in decibels, clamped to +10dB
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else if (!token.Icmp("volumeDb")) {
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float volumeDb = src.ParseFloat();
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if (volumeDb > 10.0f) {
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common->Warning("Clamping volume of '%s' to +10dB (3 times louder)", GetName());
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volumeDb = 10.0f;
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}
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parms.volume = idMath::dBToScale(volumeDb);
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}
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#endif
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// leadinVolume is used to allow light breaking leadin sounds to be much louder than the broken loop
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else if (!token.Icmp("leadinVolume")) {
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leadinVolume = src.ParseFloat();
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@@ -400,6 +475,33 @@ bool idSoundShader::ParseShader(idLexer& src) {
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parms.soundShaderFlags |= SSF_OMNIDIRECTIONAL;
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}
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#ifdef QUAKE4
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// Raven: allow doppler pitch shifting
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else if (!token.Icmp("useDoppler")) {
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parms.soundShaderFlags |= SSF_USEDOPPLER;
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}
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// Raven: don't randomly seek into looping sounds
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else if (!token.Icmp("noRandomStart")) {
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parms.soundShaderFlags |= SSF_NO_RANDOMSTART;
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}
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// Raven: marks VO directed at player/radio chatter
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else if (!token.Icmp("voForPlayer")) {
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parms.soundShaderFlags |= SSF_VO_FOR_PLAYER;
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}
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// Raven: disable generated shake data
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else if (!token.Icmp("no_shakes")) {
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noShakes = true;
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}
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// Raven: force expansion / keep hot
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else if (!token.Icmp("frequentlyUsed")) {
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frequentlyUsed = true;
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}
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#endif
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// onDemand can't be a parms, because we must track all references and overrides would confuse it
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else if (!token.Icmp("onDemand")) {
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// no longer loading sounds on demand
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@@ -415,12 +517,6 @@ bool idSoundShader::ParseShader(idLexer& src) {
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}
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// HumanHead/Prey: subtitle / subtitlecombat parser
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//
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// Supported examples based on the decompiled parser:
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// subtitle 1.5 "text"
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// subtitle2 c1 1.5 "text"
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// subtitlecombat c2 0.25 "combat text"
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// subtitlecombat3 c4 2.0 "combat text"
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else if (!token.Icmpn("subtitle", 8)) {
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const bool combatSubtitle = (token.Icmpn("subtitlecombat", 14) == 0);
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@@ -482,19 +578,35 @@ bool idSoundShader::ParseShader(idLexer& src) {
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return false;
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}
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#ifdef QUAKE4
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if (soundSystemLocal.soundCache && numLeadins < maxSamples) {
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leadins[numLeadins] = soundSystem->FindSample(token.c_str());
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numLeadins++;
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}
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#else
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if (soundSystemLocal.soundCache && numLeadins < maxSamples) {
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#ifdef PREY
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// Prey behavior: do not run the Doom 3 VO language substitution path here.
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leadins[numLeadins] = soundSystemLocal.soundCache->FindSound(token.c_str(), onDemand);
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#else
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leadins[numLeadins] = soundSystemLocal.soundCache->FindSound(token.c_str(), onDemand);
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#endif
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numLeadins++;
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}
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#endif
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}
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// the regular wave files
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else if (token.Find(".wav", false) != -1 || token.Find(".ogg", false) != -1) {
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#ifdef QUAKE4
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if (soundSystemLocal.soundCache && numEntries < maxSamples) {
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token.BackSlashesToSlashes();
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entries[numEntries] = soundSystem->FindSample(token.c_str());
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if (entries[numEntries]) {
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numEntries++;
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}
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}
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#else
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if (soundSystemLocal.soundCache && numEntries < maxSamples) {
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token.BackSlashesToSlashes();
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@@ -526,6 +638,7 @@ bool idSoundShader::ParseShader(idLexer& src) {
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entries[numEntries] = soundSystemLocal.soundCache->FindSound(token.c_str(), onDemand);
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numEntries++;
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}
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#endif
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}
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else {
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@@ -534,9 +647,15 @@ bool idSoundShader::ParseShader(idLexer& src) {
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}
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}
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#ifdef QUAKE4
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// if (!soundSystem->GetInsideLevelLoad()) {
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// soundSystem->ValidateSoundShader(this);
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// }
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#else
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if (parms.shakes > 0.0f) {
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CheckShakesAndOgg();
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}
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#endif
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return true;
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}
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@@ -680,3 +799,15 @@ const char *idSoundShader::GetSound( int index ) const {
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}
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return "";
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}
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#ifdef QUAKE4
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/*
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===============
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idSoundShader::IsVO_ForPlayer
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===============
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*/
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bool idSoundShader::IsVO_ForPlayer() const
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{
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return (parms.soundShaderFlags & SSF_VO_FOR_PLAYER) != 0;
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}
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#endif
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