#define RIC_GUNSHOTQUAD 2
cvar_t cl_sound_ric_gunshot = {CF_CLIENT, "cl_sound_ric_gunshot", "0", "specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD"};
cvar_t cl_sound_r_exp3 = {CF_CLIENT, "cl_sound_r_exp3", "weapons/r_exp3.wav", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"};
+cvar_t snd_cdautopause = {CF_CLIENT | CF_ARCHIVE, "snd_cdautopause", "1", "pause the CD track while the game is paused"};
+
cvar_t cl_serverextension_download = {CF_CLIENT, "cl_serverextension_download", "0", "indicates whether the server supports the download command"};
cvar_t cl_joinbeforedownloadsfinish = {CF_CLIENT | CF_ARCHIVE, "cl_joinbeforedownloadsfinish", "1", "if non-zero the game will begin after the map is loaded before other downloads finish"};
cvar_t cl_nettimesyncfactor = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncfactor", "0", "rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (only applied in bound modes 0, 1, 2, 3)"};
if(cls.state != ca_dedicated)
{
if(countdownupdate <= 0) // check if time stepped backwards
- {
- SCR_UpdateLoadingScreenIfShown();
countdownupdate = 2;
- }
}
}
{
SCR_BeginLoadingPlaque(false);
S_StopAllSounds();
+ // prevent dlcache assets from the previous map from interfering with this one
+ FS_UnloadPacks_dlcache();
// free q3 shaders so that any newly downloaded shaders will be active
- Mod_FreeQ3Shaders();
+ // bones_was_here: we free the q3 shaders later in CL_SignonReply
+ //Mod_FreeQ3Shaders();
}
// check memory integrity
case qw_svc_setpause:
cl.paused = MSG_ReadByte(&cl_message) != 0;
- if (cl.paused)
+ if (cl.paused && snd_cdautopause.integer)
CDAudio_Pause ();
- else
+ else if (bgmvolume.value > 0.0f)
CDAudio_Resume ();
S_PauseGameSounds (cl.paused);
break;
case svc_setpause:
cl.paused = MSG_ReadByte(&cl_message) != 0;
- if (cl.paused)
+ if (cl.paused && snd_cdautopause.integer)
CDAudio_Pause ();
- else
+ else if (bgmvolume.value > 0.0f)
CDAudio_Resume ();
S_PauseGameSounds (cl.paused);
break;
Cvar_RegisterVariable(&cl_sound_ric3);
Cvar_RegisterVariable(&cl_sound_ric_gunshot);
Cvar_RegisterVariable(&cl_sound_r_exp3);
+ Cvar_RegisterVariable(&snd_cdautopause);
Cvar_RegisterVariable(&cl_joinbeforedownloadsfinish);