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authoramdmi3 <amdmi3@FreeBSD.org>2008-10-13 18:58:28 +0800
committeramdmi3 <amdmi3@FreeBSD.org>2008-10-13 18:58:28 +0800
commit2628397deef3e4d46c10aa74e8e9b5a2de12887a (patch)
tree6853e8860cde15d35e370988d213eae46a044892 /games/openlierox/files/patch-src-client-Sounds.cpp
parent7fb77102b02551ed90745b44c27c4949a04bb64f (diff)
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OpenLieroX is based and compatible to the famous LieroX. LieroX is
a 2D shooter game. It is an unofficial sequel to Liero, and is the most popular of all the Liero clones. It features online play, fully customizable weapons, levels and characters. Liero Xtreme was created in C++ by Jason 'JasonB' Boettcher, an Australian programmer. The game is based on a deathmatch setting, where multiple players face off in a closed level. Each player is equipped with five weapons selected out of all the weapons allowed, and with a ninja rope that allows the player to move in any direction. Players begin with a set amount of lives, and whilst the game records the number of kills, the last man standing is usually considered the winner. LieroX also allows team deathmatches, which has made it common for players to form clans. Because of the huge community, there are dozens of levels and mods available. You also have no problem to find somebody on Internet to play with. Or if you want to play offline, you also can play with bots. WWW: http://openlierox.sourceforge.net/
Diffstat (limited to 'games/openlierox/files/patch-src-client-Sounds.cpp')
-rw-r--r--games/openlierox/files/patch-src-client-Sounds.cpp41
1 files changed, 41 insertions, 0 deletions
diff --git a/games/openlierox/files/patch-src-client-Sounds.cpp b/games/openlierox/files/patch-src-client-Sounds.cpp
new file mode 100644
index 000000000000..af6cc8ce0000
--- /dev/null
+++ b/games/openlierox/files/patch-src-client-Sounds.cpp
@@ -0,0 +1,41 @@
+--- src/client/Sounds.cpp.orig 2008-10-07 17:54:58.000000000 +0400
++++ src/client/Sounds.cpp 2008-10-13 04:19:09.000000000 +0400
+@@ -144,36 +144,15 @@
+ if(SoundSystemAvailable) return true;
+ SoundSystemAvailable = false;
+
+- if(getenv("SDL_AUDIODRIVER"))
+- printf("SDL_AUDIODRIVER=%s\n", getenv("SDL_AUDIODRIVER"));
+-#if !defined(WIN32) && !defined(MACOSX)
+- if(!getenv("SDL_AUDIODRIVER")) {
+- printf("SDL_AUDIODRIVER not set, setting to ALSA\n");
+- putenv((char*)"SDL_AUDIODRIVER=alsa");
+- }
+-#endif
+-
+-initSoundSystem:
+-
+ // HINT: other SDL stuff is already inited, we don't care here
+ if( SDL_InitSubSystem(SDL_INIT_AUDIO) != 0 ) {
+ printf("InitSoundSystem: Unable to initialize SDL-sound: %s\n", SDL_GetError());
+- if(getenv("SDL_AUDIODRIVER")) {
+- printf("trying again with SDL_AUDIODRIVER unset\n");
+- unsetenv("SDL_AUDIODRIVER");
+- goto initSoundSystem;
+- } else
+- return false;
++ return false;
+ }
+
+ if(Mix_OpenAudio(rate, AUDIO_S16, channels, buffers)) {
+ printf("InitSoundSystem: Unable to open audio (SDL_mixer): %s\n", Mix_GetError());
+- if(getenv("SDL_AUDIODRIVER")) {
+- printf("trying again with SDL_AUDIODRIVER unset\n");
+- unsetenv("SDL_AUDIODRIVER");
+- goto initSoundSystem;
+- } else
+- return false;
++ return false;
+ }
+
+ int allocChanNum = Mix_AllocateChannels(1000); // TODO: enough?