S_LoadSound now automatically tries both with and without sound/ when loading sounds...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 26 Oct 2004 07:37:19 +0000 (07:37 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 26 Oct 2004 07:37:19 +0000 (07:37 +0000)
commita845e9f59600c6443cfca0517d9c30ee9f0904b9
tree365ae3ee1a2c60607d555859d691c8265b010c1a
parentf858b75987b7e0725b9324c7655227759e6fede1
S_LoadSound now automatically tries both with and without sound/ when loading sounds, which allows quake3 maps to work better, since their target_speaker entities include sound/ in the filenames, this also got rid of the stdpath parameter in the S_PrecacheSound/S_FindName/S_LocalSound calls)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4710 d7cf8633-e32d-0410-b094-e92efae38249
cd_shared.c
cl_parse.c
console.c
dpvsimpledecode.c
menu.c
prvm_cmds.c
snd_main.c
snd_mem.c
snd_null.c
sound.h