really cleanup sound
- collect most sound infos in one table and use it to generate the menus - no more sound category checks with ranges - now only PAINx and FOOTSTEP* sounds use hardcoded index numbers enumsounds <list of categories> Lists sound index numbers and short descriptions for all sounds of one or more categories. The argument should contain one or more of PAIN, OWNPAIN, WEAPON, PICKUP, MOVEMENT, BULLET, OTHER, VOICECOM, TEAM, PUBLIC, FFA, FLAGONLY. All sounds with at least one of the flags will be listed. Flag names prefixed with "!" will exclude all matching sound from the list. Example: /echo (enumsounds "VOICECOM !PUBLIC") will list all voicecom sounds that are for teams only. DOCREF enumsounds
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@@ -689,6 +689,6 @@ void addshotline(dynent *pl, const vec &from, const vec &to)
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soundpos.mul(fd/(fd+td)*dist);
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soundpos.add(from);
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if(!bulletairsound || soundpos.dist(camera1->o) > bulletairsoundrad) return; // outside player radius
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audiomgr.playsound(S_BULLETAIR1 + rnd(2), &soundpos, SP_LOW);
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audiomgr.playsound(rnd(2) ? S_BULLETAIR1 : S_BULLETAIR2, &soundpos, SP_LOW);
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}
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