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use all 50 reaction kill sounds, instead of only 3 #382

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haha-goodone-lol
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currently only 3 of the reaction kill sounds are used but there are 50 in the assets
this makes it so all 50 reaction kill sounds can be used

@pollend
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pollend commented Jun 4, 2024

I lack context, the code looks good to me just looking at it.

@pollend pollend requested review from velzie and Gelmo June 4, 2024 14:27
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velzie commented Jun 4, 2024

what exactly does this do?

@haha-goodone-lol
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@velzie when using cg_reactionKills 1 only 3 voice lines can be heard at the moment but there are 50 in the assets. this pr lets all 50 be heard

velzie
velzie previously requested changes Jun 4, 2024
@@ -1797,7 +1797,7 @@ static void CG_FirePlayerStateEvents( void )
reactionKillsDelay += cg.realFrameTime * 1000;

if( reactionKillsDelay > cg_reactionKillsTimeout->integer ){
CG_SexedSound( cg.view.POVent, CHAN_ANNOUNCER, va( S_PLAYER_RKILL_1_to_2, ( 1+rand()%3 ) ),
CG_SexedSound( cg.view.POVent, CHAN_ANNOUNCER, va( S_PLAYER_RKILL_1_to_50, ( 1+rand()%50 ) ),
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shouldn't this be 51?

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the reaction kills used 3 voice lines, not 2 like it says so i guess whoever implemented them first didn't do it correctly 🤷

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pollend commented Jun 4, 2024

this is what caine mentioned:

Models haven’t been made for the characters I had in mind
They’re not applicable to the current models in any capacity and don’t make sense as is
It’ll be a long time before that happens sorry
Three was used for internal testing only so the game isn’t loading useless sounds
Instead of 250
You could probably have it load all 250 if it’s a Debug build and just not load any if it’s a release
Another issue is it might impact game load times severely iirc and or crash the sound engine due to some limitation
michaelp would need to investigate
Iirc sounds start being delayed and out of sync
Or console floods with errors

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Gelmo commented Jan 11, 2025

@haha-goodone-lol Please squash these and add a meaningful commit message

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4 participants