for (i = 1;i < numsounds;i++)
{
CL_KeepaliveMessage();
- S_TouchSound(parse_sound_precache[i]);
+ S_TouchSound(parse_sound_precache[i], true);
}
S_PurgeUnused();
for (i=1 ; i<numsounds ; i++)
{
CL_KeepaliveMessage();
- cl.sound_precache[i] = S_PrecacheSound(parse_sound_precache[i], true);
+ cl.sound_precache[i] = S_PrecacheSound(parse_sound_precache[i], true, true);
}
// local state
*/
void CL_InitTEnts (void)
{
- cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav", false);
- cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav", false);
- cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav", false);
- cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav", false);
- cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav", false);
- cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav", false);
- cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav", false);
+ cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav", false, true);
+ cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav", false, true);
+ cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav", false, true);
+ cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav", false, true);
+ cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav", false, true);
+ cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav", false, true);
+ cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav", false, true);
}
void CL_ParseBeam (model_t *m, int lightning)