mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-24 13:11:38 +00:00
721 lines
15 KiB
C++
721 lines
15 KiB
C++
/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for spotlights, etc.
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*/
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void() info_null =
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{
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remove(self);
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};
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for lightning.
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*/
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void() info_notnull =
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{
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};
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//============================================================================
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/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
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Lava Balls
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*/
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void() fire_fly;
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void() fire_touch;
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void() misc_fireball =
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{
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if (!self.speed)
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{
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self.speed = 1000;
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}
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if(self.noise)
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{
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precache_sound(self.noise);
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}
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if(self.noise2)
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{
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precache_sound(self.noise2);
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}
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precache_model ("progs/lavaball.mdl");
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self.classname = "fireball";
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if(self.targetname)
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{
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self.use = fire_fly;
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}
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else
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{
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self.nextthink = time + (random() * 5);
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self.think = fire_fly;
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}
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};
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void() fire_fly =
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{
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local entity fireball;
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fireball = spawn();
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fireball.solid = SOLID_TRIGGER;
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fireball.movetype = MOVETYPE_TOSS;
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if(self.movedir)
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{
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fireball.velocity = self.movedir;
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fireball.velocity_x += crandom() * 20;
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fireball.velocity_y += crandom() * 20;
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fireball.velocity_z += crandom() * 20;
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}
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else
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{
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fireball.velocity_x = (random() * 100) - 50;
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fireball.velocity_y = (random() * 100) - 50;
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fireball.velocity_z = self.speed + (random() * 200);
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}
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fireball.classname = "fireball";
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setmodel (fireball, "progs/lavaball.mdl");
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setsize (fireball, '0 0 0', '0 0 0');
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setorigin (fireball, self.origin);
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fireball.think = SUB_Remove;
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fireball.touch = fire_touch;
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if(self.noise)
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{
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sound (self, CHAN_VOICE, self.noise, 1.0, ATTN_NORM);
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}
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fireball.noise2 = self.noise2;
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self.nextthink = time + (random() * 5) + 3;
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self.think = fire_fly;
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};
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void() fire_touch =
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{
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T_Damage (other, self, self, 20);
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if(self.noise2)
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{
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sound (self, CHAN_VOICE, self.noise2, 0.8, ATTN_NORM);
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}
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remove(self);
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};
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//============================================================================
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void() barrel_explode =
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{
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self.origin_z = self.origin_z + 32;
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// did say self.owner
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T_RadiusDamage (self, self, 160, world);
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sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
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particle (self.origin, '0 0 0', 75, 255);
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// yoder add, 27/09/2020 to make barrels fire targets on explode
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activator = self.enemy;
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dprint("enemy name: ");
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dprint(self.enemy.classname);
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dprint("\n");
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SUB_UseTargets ();
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BecomeExplosion ();
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};
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void() barrel_detonate =
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{
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self.takedamage = DAMAGE_NO;
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self.think = barrel_explode;
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self.nextthink = self.ltime + 0.15;
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}
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/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
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*/
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void() misc_explobox =
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{
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local float oldz;
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if(!self.mdl) self.mdl = "maps/b_explob.bsp";
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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precache_model (self.mdl);
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setmodel (self, self.mdl);
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precache_sound ("weapons/r_exp3.wav");
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self.health = 20;
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self.th_die = barrel_detonate;
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self.takedamage = DAMAGE_AIM;
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self.origin_z = self.origin_z + 2;
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oldz = self.origin_z;
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droptofloor();
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if (oldz - self.origin_z > 250)
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{
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dprint ("explobox fell out of level at ");
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dprint (vtos(self.origin));
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dprint ("\n");
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remove(self);
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}
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self.classname = "explo_box"; // Used by ClientObituary to print death message
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};
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/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
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Smaller exploding box, REGISTERED ONLY
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*/
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void() misc_explobox2 =
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{
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self.mdl = "maps/b_exbox2.bsp";
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misc_explobox();
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};
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//============================================================================
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void func_explode_detonate()
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{
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vector pos = self.mins + (self.size * 0.5);
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pos_z -= 32;
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setmodel(self, string_null);
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setorigin(self, pos);
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barrel_explode();
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}
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void() func_explode_die =
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{
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self.takedamage = DAMAGE_NO;
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self.think = func_explode_detonate;
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self.nextthink = self.ltime + 0.15;
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}
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/*QUAKED func_explode (0 .5 .8) (0 0 0) (32 32 64)
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Custom exploding box
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*/
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void func_explode() =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH;
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self.solid = SOLID_BSP;
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setmodel (self, self.model);
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precache_sound ("weapons/r_exp3.wav");
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self.health = 20;
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self.th_die = func_explode_die;
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self.takedamage = DAMAGE_AIM;
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};
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//============================================================================
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float SPAWNFLAG_SUPERSPIKE = 1;
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float SPAWNFLAG_LASER = 2;
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void(vector org, vector vec) LaunchLaser;
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void() spikeshooter_use =
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{
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if (self.spawnflags & SPAWNFLAG_LASER)
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{
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sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
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LaunchLaser (self.origin, self.movedir);
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}
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else
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{
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sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
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launch_spike (self.origin, self.movedir);
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newmis.velocity = self.movedir * 500;
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if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
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newmis.touch = superspike_touch;
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}
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};
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void() shooter_think =
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{
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spikeshooter_use ();
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self.nextthink = time + self.wait;
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newmis.velocity = self.movedir * 500;
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};
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/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
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When triggered, fires a spike in the direction set in QuakeEd.
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Laser is only for REGISTERED.
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*/
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void() trap_spikeshooter =
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{
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SetMovedir ();
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self.use = spikeshooter_use;
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if (self.spawnflags & SPAWNFLAG_LASER)
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{
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precache_model2 ("progs/laser.mdl");
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precache_sound2 ("enforcer/enfire.wav");
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precache_sound2 ("enforcer/enfstop.wav");
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}
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else
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precache_sound ("weapons/spike2.wav");
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};
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/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
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Continuously fires spikes.
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"wait" time between spike (1.0 default)
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"nextthink" delay before firing first spike, so multiple shooters can be stagered.
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*/
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void() trap_shooter =
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{
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trap_spikeshooter ();
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if (self.wait == 0)
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self.wait = 1;
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self.nextthink = self.nextthink + self.wait + self.ltime;
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self.think = shooter_think;
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};
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/*
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===============================================================================
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===============================================================================
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*/
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void() make_bubbles;
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void() bubble_remove;
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void() bubble_bob;
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/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
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testing air bubbles
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*/
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void() air_bubbles =
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{
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if (deathmatch)
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{
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remove (self);
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return;
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}
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precache_model ("progs/s_bubble.spr");
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self.nextthink = time + 1;
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self.think = make_bubbles;
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};
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void() make_bubbles =
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{
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local entity bubble;
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bubble = spawn();
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setmodel (bubble, "progs/s_bubble.spr");
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setorigin (bubble, self.origin);
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bubble.movetype = MOVETYPE_NOCLIP;
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bubble.solid = SOLID_NOT;
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bubble.velocity = '0 0 15';
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.touch = bubble_remove;
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bubble.classname = "bubble";
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bubble.frame = 0;
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bubble.cnt = 0;
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setsize (bubble, '-8 -8 -8', '8 8 8');
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self.nextthink = time + random() + 0.5;
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self.think = make_bubbles;
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};
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void() bubble_split =
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{
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local entity bubble;
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bubble = spawn();
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setmodel (bubble, "progs/s_bubble.spr");
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setorigin (bubble, self.origin);
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bubble.movetype = MOVETYPE_NOCLIP;
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bubble.solid = SOLID_NOT;
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bubble.velocity = self.velocity;
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.touch = bubble_remove;
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bubble.classname = "bubble";
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bubble.frame = 1;
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bubble.cnt = 10;
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setsize (bubble, '-8 -8 -8', '8 8 8');
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self.frame = 1;
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self.cnt = 10;
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if (self.waterlevel != 3)
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remove (self);
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};
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void() bubble_remove =
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{
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if (other.classname == self.classname)
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{
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// dprint ("bump");
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return;
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}
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remove(self);
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};
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void() bubble_bob =
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{
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local float rnd1, rnd2, rnd3;
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self.cnt = self.cnt + 1;
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if (self.cnt == 4)
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bubble_split();
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if (self.cnt == 20)
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remove(self);
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rnd1 = self.velocity_x + (-10 + (random() * 20));
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rnd2 = self.velocity_y + (-10 + (random() * 20));
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rnd3 = self.velocity_z + 10 + random() * 10;
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if (rnd1 > 10)
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rnd1 = 5;
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if (rnd1 < -10)
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rnd1 = -5;
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if (rnd2 > 10)
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rnd2 = 5;
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if (rnd2 < -10)
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rnd2 = -5;
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if (rnd3 < 10)
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rnd3 = 15;
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if (rnd3 > 30)
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rnd3 = 25;
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self.velocity_x = rnd1;
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self.velocity_y = rnd2;
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self.velocity_z = rnd3;
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self.nextthink = time + 0.5;
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self.think = bubble_bob;
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};
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/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
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~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
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/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
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Just for the debugging level. Don't use
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*/
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void() viewthing =
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{
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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precache_model ("progs/player.mdl");
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setmodel (self, "progs/player.mdl");
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};
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/*
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==============================================================================
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SIMPLE BMODELS
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==============================================================================
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*/
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void() func_wall_use =
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{ // change to alternate textures
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self.frame = 1 - self.frame;
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};
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/*QUAKED func_wall (0 .5 .8) ?
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This is just a solid wall if not inhibitted
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*/
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void() func_wall =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel (self, self.model);
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};
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/*QUAKED func_illusionary (0 .5 .8) ?
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A simple entity that looks solid but lets you walk through it.
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*/
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void() func_illusionary =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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setmodel (self, self.model);
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makestatic (self);
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};
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/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
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This bmodel will appear if the episode has allready been completed, so players can't reenter it.
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*/
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void() func_episodegate =
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{
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if (!(serverflags & self.spawnflags))
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return; // can still enter episode
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel (self, self.model);
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};
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/*QUAKED func_bossgate (0 .5 .8) ?
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This bmodel appears unless players have all of the episode sigils.
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*/
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const float BOSSGATE_INVERSE = 64;
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void() func_bossgate =
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{
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float inverse = self.spawnflags & BOSSGATE_INVERSE ? TRUE : FALSE;
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self.spawnflags (-) BOSSGATE_INVERSE;
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if(!self.spawnflags)
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{
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self.spawnflags = SIGIL_E1 | SIGIL_E2 | SIGIL_E3 | SIGIL_E4;
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}
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self.spawnflags&= SIGIL_ALL;
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if ( (serverflags & self.spawnflags) == self.spawnflags) //All runes collected
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{
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if(!inverse)
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{
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remove(self);
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return;
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}
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}
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else //Still missing some runes
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{
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if(inverse)
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{
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remove(self);
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return;
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}
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}
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel (self, self.model);
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if(self.target || self.killtarget)
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{
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self.think = SUB_UseTargets;
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self.nextthink = time + 0.2;
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}
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};
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//============================================================================
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const float FUNC_HURT_START_ON = 1;
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void func_hurt_touch()
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{
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if(!self.state) return;
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if(other.health <= 0) return;
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if(!other.takedamage) return;
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if(!(other.flags & (FL_CLIENT | FL_MONSTER))) return;
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if(self.attack_finished > time) return;
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T_Damage(other, self, world, self.dmg);
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self.attack_finished = time + self.wait;
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}
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void func_hurt_use()
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{
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self.state = 1 - self.state;
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self.attack_finished = 0;
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}
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|
|
/*QUAKED func_hurt (0 .5 .8) ?
|
|
Hurts alive things when they touch it
|
|
*/
|
|
void func_hurt()
|
|
{
|
|
setmodel(self, self.model);
|
|
setorigin(self, self.origin);
|
|
self.solid = SOLID_BSP;
|
|
self.movetype = MOVETYPE_PUSH;
|
|
self.touch = func_hurt_touch;
|
|
self.use = func_hurt_use;
|
|
|
|
if(!self.dmg) self.dmg = 10;
|
|
if(!self.wait) self.wait = 0.2;
|
|
|
|
if(self.spawnflags & FUNC_HURT_START_ON)
|
|
{
|
|
self.state = 1;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
void trigger_changetarget_use()
|
|
{
|
|
SUB_SwitchTargets(target, self.target, self.killtarget);
|
|
}
|
|
|
|
void trigger_changetarget()
|
|
{
|
|
if(!self.target) objerror("Missing target.");
|
|
if(!self.killtarget) objerror("Missing target to change to.");
|
|
self.use = trigger_changetarget_use;
|
|
}
|
|
|
|
//============================================================================
|
|
// Cleanup
|
|
void trigger_cleanup_corpses_use()
|
|
{
|
|
entity e = nextent(world);
|
|
while(e)
|
|
{
|
|
if(e.flags & FL_MONSTER)
|
|
{
|
|
if(e.health <= 0)
|
|
{
|
|
remove(e);
|
|
}
|
|
}
|
|
e = nextent(e);
|
|
}
|
|
remove(self);
|
|
}
|
|
|
|
void trigger_cleanup_corpses()
|
|
{
|
|
if(coop == 0) { remove(self); return; }
|
|
self.use = trigger_cleanup_corpses_use;
|
|
}
|
|
|
|
//============================================================================
|
|
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
|
*/
|
|
void() ambient_suck_wind =
|
|
{
|
|
precache_sound ("ambience/suck1.wav");
|
|
ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
|
|
makestatic(self);
|
|
};
|
|
|
|
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
|
*/
|
|
void() ambient_drone =
|
|
{
|
|
precache_sound ("ambience/drone6.wav");
|
|
ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
|
|
makestatic(self);
|
|
};
|
|
|
|
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
|
*/
|
|
void() ambient_flouro_buzz =
|
|
{
|
|
precache_sound ("ambience/buzz1.wav");
|
|
ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
|
|
makestatic(self);
|
|
};
|
|
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
|
*/
|
|
void() ambient_drip =
|
|
{
|
|
precache_sound ("ambience/drip1.wav");
|
|
ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
|
|
makestatic(self);
|
|
};
|
|
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
|
*/
|
|
void() ambient_comp_hum =
|
|
{
|
|
precache_sound ("ambience/comp1.wav");
|
|
ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
|
|
makestatic(self);
|
|
};
|
|
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
|
*/
|
|
void() ambient_thunder =
|
|
{
|
|
precache_sound ("ambience/thunder1.wav");
|
|
ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
|
|
makestatic(self);
|
|
};
|
|
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
|
*/
|
|
void() ambient_light_buzz =
|
|
{
|
|
precache_sound ("ambience/fl_hum1.wav");
|
|
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
|
|
makestatic(self);
|
|
};
|
|
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
|
*/
|
|
void() ambient_swamp1 =
|
|
{
|
|
precache_sound ("ambience/swamp1.wav");
|
|
ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
|
|
makestatic(self);
|
|
};
|
|
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
|
*/
|
|
void() ambient_swamp2 =
|
|
{
|
|
precache_sound ("ambience/swamp2.wav");
|
|
ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
|
|
makestatic(self);
|
|
};
|
|
|
|
/*QUAKED ambient_generic (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
|
*/
|
|
void() ambient_generic =
|
|
{
|
|
if(!self.noise)
|
|
{
|
|
dprint("ambient_generic with no noise. Removing.\n");
|
|
remove(self);
|
|
}
|
|
if(!self.volume) self.volume = 0.5;
|
|
if(!self.delay) self.delay = 3;
|
|
|
|
precache_sound (self.noise);
|
|
ambientsound (self.origin, self.noise, self.volume, self.delay);
|
|
makestatic(self);
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
|