mirror of
https://github.com/nzp-team/quakec.git
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Merge pull request #88 from nzp-team/cypress_soundrevamp
SERVER: Sound Processing Overhaul
This commit is contained in:
commit
3ae20465cf
29 changed files with 804 additions and 484 deletions
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@ -20,6 +20,7 @@ defs/standard.qc
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#endif
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shared_defs.qc
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defs/custom.qc
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utilities/sound_helper.qc
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weapon_stats.qc
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utilities/math.qc
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clientfuncs.qc
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@ -1141,7 +1141,7 @@ noref void() CSQC_Parse_Event =
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else
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track_extension = ".ogg";
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localsound_enhanced(strcat("tracks/", track_name, track_extension), CHAN_MUSIC, 1);
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localsound_enhanced(strcat("tracks/", track_name, track_extension), CHAN_MUSIC, 0.85);
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break;
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case CSQC_EVENT_GIVEACHIEVEMENT:
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float achievement_id = readbyte();
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@ -25,7 +25,7 @@
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*/
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void(float what) play_sound_z;
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void(float type) Zombie_PlaySoundType;
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void() LinkZombiesHitbox;
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entity() Dog_FindEnemy;
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@ -825,7 +825,6 @@ void(float dist) Zombie_Walk = {
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}
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if(self.outside == 2) {
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//play_sound_z(2);
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Window_Hop(dist);
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//handle special walk case for walking to org
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return;
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@ -845,19 +844,26 @@ void() Zombie_AI = {
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float dist = 0;
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self.flags = self.flags | FL_PARTIALGROUND;
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//check_onfire();
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//
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// Try to play some zombie sounds.
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//
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// Crawling
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if (self.crawling == true) {
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Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_CRAWL);
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} else {
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// Walking
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if (self.walktype < 4) {
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Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_WALK);
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}
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// Running
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else {
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Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_SPRINT);
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}
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}
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if(self.outside == TRUE) {
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play_sound_z(2);
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//self.calc_time = time + (0.3 * random());
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//Window_Walk(dist);
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return;
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} else if(self.outside == 2) {
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play_sound_z(2);
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//Window_Hop(0);
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return;
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} else if(self.outside == FALSE) {
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play_sound_z(2);
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//self.calc_time = time + (0.25 + (0.15 * random()));
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if(self.outside == FALSE) {
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Inside_Walk(dist);
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}
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}
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@ -44,12 +44,12 @@ void() crawler_footstep
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if(self.laststep == 1)
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{
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self.laststep = 0;
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sound(self, 5, "sounds/zombie/sc0.wav", 1, ATTN_NORM);
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Sound_PlaySound(self, "sounds/zombie/sc0.wav", SOUND_TYPE_PLAYER_FOOTSTEP, SOUND_PRIORITY_PLAYALWAYS);
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}
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else
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{
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self.laststep = 1;
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sound(self, 5, "sounds/zombie/sc1.wav", 1, ATTN_NORM);
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Sound_PlaySound(self, "sounds/zombie/sc1.wav", SOUND_TYPE_PLAYER_FOOTSTEP, SOUND_PRIORITY_PLAYALWAYS);
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}
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}
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@ -128,7 +128,7 @@ void(float which) crawler_attack_choose =
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zombie_decide();
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return;
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}
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play_sound_z(1);
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Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_MELEE);
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crawler_atk1();
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};
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@ -153,7 +153,7 @@ void() crawler_die2 =[ 1, crawler_die3] {self.frame = 38;};
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void() crawler_die3 =[ 2, SUB_Null] {self.iszomb = 0; self.frame = 39;self.nextthink = time + 3;self.think = removeZombie; if (crawler_num > 0) {crawler_num = crawler_num - 1;}};
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//====================== Crawler Tesla Death ============================
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void() crawler_death_wunder1 =[ 72, crawler_death_wunder2 ] {tesla_arc(); play_sound_z(4); };
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void() crawler_death_wunder1 =[ 72, crawler_death_wunder2 ] {tesla_arc(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_DEATH); };
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void() crawler_death_wunder2 =[ 73, crawler_death_wunder3 ] {tesla_arc(); };
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void() crawler_death_wunder3 =[ 74, crawler_death_wunder4 ] {tesla_arc(); };
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void() crawler_death_wunder4 =[ 75, crawler_death_wunder5 ] {tesla_arc(); };
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@ -69,7 +69,7 @@ void() dog_idleanim6 =[ $dogstand6, dog_idleanim ] {Dog_Think();self.frame = 24;
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// 25-34
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$frame dogmelee1 dogmelee2 dogmelee3 dogmelee4 dogmelee5 dogmelee6 dogmelee7 dogmelee8 dogmelee9 dogmelee10
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void() dog_meleeanim =[ $dogmelee1, dog_meleeanim2 ] {Dog_Think(); makevectors(self.angles); self.velocity += v_forward * 50; self.frame = 26;};
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void() dog_meleeanim2 =[ $dogmelee2, dog_meleeanim3 ] {Dog_Think();Zombie_Walk(0);self.frame = 28;sound(self, CHAN_VOICE, "sounds/hound/a0.wav", 1, ATTN_NORM);};
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void() dog_meleeanim2 =[ $dogmelee2, dog_meleeanim3 ] {Dog_Think();Zombie_Walk(0);self.frame = 28; Sound_PlaySound(self, "sounds/hound/a0.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);};
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void() dog_meleeanim3 =[ $dogmelee3, dog_meleeanim4 ] {Dog_Think();Zombie_Walk(0);zombie_attack2();self.frame = 30;};
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void() dog_meleeanim4 =[ $dogmelee4, dog_meleeanim5 ] {Dog_Think();Zombie_Walk(0);self.frame = 32;};
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void() dog_meleeanim5 =[ $dogmelee5, dog_runanim ] {Dog_Think();Zombie_Walk(0);self.frame = 34;};
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@ -127,10 +127,11 @@ void() Dog_Taunt =
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self.sound_time = time + 3 * random();
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if (random() > 0.5)
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sound(self, CHAN_VOICE, "sounds/hound/t0.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_VOICE, "sounds/hound/t1.wav", 1, ATTN_NORM);
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if (random() > 0.5) {
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Sound_PlaySound(self, "sounds/hound/t0.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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} else {
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Sound_PlaySound(self, "sounds/hound/t1.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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}
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}
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void() Dog_Think =
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@ -173,7 +174,7 @@ void(entity ent) Dog_Death_Cleanup = {
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ent.movetype = MOVETYPE_NONE;
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ent.takedamage = DAMAGE_NO;
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sound(ent, 5, "sounds/null.wav", 1, ATTN_NORM);
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sound(ent, CHAN_WEAPON, "sounds/null.wav", 1, ATTN_NORM);
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ent.usedent = world;
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ent.health = 0;
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@ -184,12 +185,6 @@ void(entity ent) Dog_Death_Cleanup = {
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void() Dog_Death = {
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Dog_Death_Cleanup(self);
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play_sound_z(3);
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//Gotta' make sure we set it back down instead of glitching it up, yo'
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if(self.s_time > 0 && sounds_playing > 0) {
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sounds_playing --;
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self.s_time = 0;
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}
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if(rounds == dogRound && Remaining_Zombies == 0) {
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Spawn_Powerup(self.origin, PU_MAXAMMO);
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@ -198,13 +193,13 @@ void() Dog_Death = {
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if (self.onfire || self.electro_targeted) {
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self.frame = 0;
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setmodel(self, "models/sprites/explosion.spr");
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sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
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Sound_PlaySound(self, "sounds/weapons/grenade/explode.wav", SOUND_TYPE_WEAPON_EXPLODE, SOUND_PRIORITY_PLAYALWAYS);
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dog_explodeanim();
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} else {
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dog_deathanim();
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}
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sound(self, CHAN_BODY, "sounds/hound/d0.wav", 1, ATTN_NORM);
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Sound_PlaySound(self, "sounds/hound/d0.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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self.onfire = 0;
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self.ads_release = 0;
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@ -322,7 +317,7 @@ void(entity where) spawn_a_dogB =
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sdog.gravity = 1.0;
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sdog.mins = '-16 -16 -32';
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sdog.maxs = '16 16 4';
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sdog.maxs = '16 16 16';
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setsize (sdog, sdog.mins, sdog.maxs);
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if(pointcontents(sdog.origin - '0 0 36') == -2)
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@ -414,7 +409,7 @@ void(entity where) spawn_dog_lightning =
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dogsprite.ltime = time + 1.3; // we use ltime here to be out remove timer,
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// since using frames interrupts think()
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sound(self, CHAN_AUTO, "sounds/misc/electric_bolt.wav", 1, ATTN_NONE);
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Sound_PlaySound(world, "sounds/misc/electric_bolt.wav", SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_PLAYALWAYS);
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}
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float() spawn_a_dogA =
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@ -46,163 +46,266 @@ float JOG_BBOX = 7;
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float RUN_BBOX = 8;
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float CRAWLER_BBOX = 9;
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void(float what) play_sound_z =
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void(float type) Zombie_PlaySoundType =
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{
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// If we already have ambient groaning type sounds playing, don't allow another.
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// We DO want to allow attacks, deaths, etc. though.
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if (self.sound_time > time && type != ZOMBIE_SOUND_TYPE_MELEE && type != ZOMBIE_SOUND_TYPE_DEATH)
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return;
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if(self.classname == "ai_zombie")
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{
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local float e;
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e = random();
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if(what == 1)//attack
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{
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if (e < 0.125)
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sound(self, CHAN_WEAPON, "sounds/zombie/a0.wav", 1, ATTN_NORM);
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else if (e < 0.25)
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sound(self, CHAN_WEAPON, "sounds/zombie/a1.wav", 1, ATTN_NORM);
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else if (e < 0.375)
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sound(self, CHAN_WEAPON, "sounds/zombie/a2.wav", 1, ATTN_NORM);
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else if( e < 0.5)
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sound(self, CHAN_WEAPON, "sounds/zombie/a3.wav", 1, ATTN_NORM);
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else if( e < 0.625)
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sound(self, CHAN_WEAPON, "sounds/zombie/a4.wav", 1, ATTN_NORM);
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else if( e < 0.75)
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sound(self, CHAN_WEAPON, "sounds/zombie/a5.wav", 1, ATTN_NORM);
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else if( e < 0.875)
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sound(self, CHAN_WEAPON, "sounds/zombie/a6.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_WEAPON, "sounds/zombie/a7.wav", 1, ATTN_NORM);
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return;
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}
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if(what == 2)//walking!
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{
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if(self.s_time < time && self.s_time > 0)
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{
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sounds_playing --;
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self.s_time = 0;
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}
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if(sounds_playing >= 3)
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{
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return;
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}
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sounds_playing++;
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self.s_time = time + 1;
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if(self.sound_time < time)
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{
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play_sound_z(4);
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if(self.crawling == TRUE)
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{
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self.sound_time = time + 3 + random()*2;
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if(e < 0.2)
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sound(self, CHAN_VOICE, "sounds/zombie/t0.wav", 1, ATTN_NORM);
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else if (e < 0.4)
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sound(self, CHAN_VOICE, "sounds/zombie/t1.wav", 1, ATTN_NORM);
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else if (e < 0.6)
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sound(self, CHAN_VOICE, "sounds/zombie/t2.wav", 1, ATTN_NORM);
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else if (e < 0.8)
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sound(self, CHAN_VOICE, "sounds/zombie/t3.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_VOICE, "sounds/zombie/t4.wav", 1, ATTN_NORM);
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return;
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}
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if(self.walktype == 1 || self.walktype == 2 || self.walktype == 3)
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{
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self.sound_time = time + 3 + random();
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if (e < 0.1)
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sound(self, CHAN_VOICE, "sounds/zombie/w0.wav", 1, ATTN_NORM);
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else if (e < 0.2)
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sound(self, CHAN_VOICE, "sounds/zombie/w1.wav", 1, ATTN_NORM);
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else if (e < 0.3)
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sound(self, CHAN_VOICE, "sounds/zombie/w2.wav", 1, ATTN_NORM);
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else if( e < 0.4)
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sound(self, CHAN_VOICE, "sounds/zombie/w3.wav", 1, ATTN_NORM);
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else if( e < 0.5)
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sound(self, CHAN_VOICE, "sounds/zombie/w4.wav", 1, ATTN_NORM);
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else if( e < 0.6)
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sound(self, CHAN_VOICE, "sounds/zombie/w5.wav", 1, ATTN_NORM);
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else if( e < 0.7)
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sound(self, CHAN_VOICE, "sounds/zombie/w6.wav", 1, ATTN_NORM);
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else if( e < 0.8)
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sound(self, CHAN_VOICE, "sounds/zombie/w7.wav", 1, ATTN_NORM);
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else if( e < 0.9)
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sound(self, CHAN_VOICE, "sounds/zombie/w8.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_VOICE, "sounds/zombie/w9.wav", 1, ATTN_NORM);
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return;
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}
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else if(self.walktype == 4 || self.walktype == 5)
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{
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self.sound_time = time + 4 + random()*2;
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if (e < 0.1)
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sound(self, CHAN_VOICE, "sounds/zombie/r0.wav", 1, ATTN_NORM);
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else if (e < 0.2)
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sound(self, CHAN_VOICE, "sounds/zombie/r1.wav", 1, ATTN_NORM);
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else if (e < 0.3)
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sound(self, CHAN_VOICE, "sounds/zombie/r2.wav", 1, ATTN_NORM);
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else if( e < 0.4)
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sound(self, CHAN_VOICE, "sounds/zombie/r3.wav", 1, ATTN_NORM);
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else if( e < 0.5)
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sound(self, CHAN_VOICE, "sounds/zombie/r4.wav", 1, ATTN_NORM);
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else if( e < 0.6)
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sound(self, CHAN_VOICE, "sounds/zombie/r5.wav", 1, ATTN_NORM);
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else if( e < 0.7)
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sound(self, CHAN_VOICE, "sounds/zombie/r6.wav", 1, ATTN_NORM);
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else if( e < 0.8)
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sound(self, CHAN_VOICE, "sounds/zombie/r7.wav", 1, ATTN_NORM);
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else if( e < 0.9)
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sound(self, CHAN_VOICE, "sounds/zombie/r8.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_VOICE, "sounds/zombie/r9.wav", 1, ATTN_NORM);
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return;
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float next_sound_time = 0;
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float curr_sound_len = 0;
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float rand = 0;
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switch(type) {
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// 8 options.
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case ZOMBIE_SOUND_TYPE_MELEE:
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rand = rint(random() * 7) + 1;
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switch(rand) {
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case 1:
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Sound_PlaySound(self.head, "sounds/zombie/a0.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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curr_sound_len = 1.1;
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break;
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case 2:
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Sound_PlaySound(self.head, "sounds/zombie/a1.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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curr_sound_len = 0.8;
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break;
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case 3:
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Sound_PlaySound(self.head, "sounds/zombie/a2.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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curr_sound_len = 0.9;
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break;
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case 4:
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Sound_PlaySound(self.head, "sounds/zombie/a3.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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curr_sound_len = 0.8;
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break;
|
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case 5:
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Sound_PlaySound(self.head, "sounds/zombie/a4.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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curr_sound_len = 1;
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break;
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case 6:
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Sound_PlaySound(self.head, "sounds/zombie/a5.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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curr_sound_len = 1;
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break;
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case 7:
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Sound_PlaySound(self.head, "sounds/zombie/a6.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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curr_sound_len = 1;
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break;
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case 8:
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Sound_PlaySound(self.head, "sounds/zombie/a7.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
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curr_sound_len = 1;
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break;
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default:
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break;
|
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}
|
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break;
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// 15 options.
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case ZOMBIE_SOUND_TYPE_WALK:
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rand = rint(random() * 14) + 1;
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next_sound_time = rint(random() * 4) + 1;
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|
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// Don't allow overriding current playing sounds.
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if (self.s_time > time)
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break;
|
||||
|
||||
}
|
||||
}
|
||||
if(what == 3)//death!
|
||||
{
|
||||
if (e < 0.125)
|
||||
sound(self, CHAN_BODY, "sounds/zombie/d0.wav", 1, ATTN_NORM);
|
||||
else if (e < 0.25)
|
||||
sound(self, CHAN_BODY, "sounds/zombie/d1.wav", 1, ATTN_NORM);
|
||||
else if (e < 0.375)
|
||||
sound(self, CHAN_BODY, "sounds/zombie/d2.wav", 1, ATTN_NORM);
|
||||
else if( e < 0.5)
|
||||
sound(self, CHAN_BODY, "sounds/zombie/d3.wav", 1, ATTN_NORM);
|
||||
else if( e < 0.625)
|
||||
sound(self, CHAN_BODY, "sounds/zombie/d4.wav", 1, ATTN_NORM);
|
||||
else if( e < 0.75)
|
||||
sound(self, CHAN_BODY, "sounds/zombie/d5.wav", 1, ATTN_NORM);
|
||||
else if( e < 0.875)
|
||||
sound(self, CHAN_BODY, "sounds/zombie/d6.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound(self, CHAN_BODY, "sounds/zombie/d7.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
switch(rand) {
|
||||
case 1:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/w0.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.3;
|
||||
break;
|
||||
case 2:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/w1.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.75;
|
||||
break;
|
||||
case 3:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/w2.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.95;
|
||||
break;
|
||||
case 4:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/w3.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.4;
|
||||
break;
|
||||
case 5:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/w4.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 2.7;
|
||||
break;
|
||||
case 6:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/w5.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.9;
|
||||
break;
|
||||
case 7:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/w6.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.6;
|
||||
break;
|
||||
case 8:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/w7.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.9;
|
||||
break;
|
||||
case 9:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/w8.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 2.4;
|
||||
break;
|
||||
case 10:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/w9.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.5;
|
||||
break;
|
||||
case 11:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/t0.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.5;
|
||||
break;
|
||||
case 12:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/t1.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.6;
|
||||
break;
|
||||
case 13:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/t2.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 2.3;
|
||||
break;
|
||||
case 14:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/t3.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.75;
|
||||
break;
|
||||
case 15:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/t4.wav", SOUND_TYPE_ZOMBIE_QUIET, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.7;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
// 5 options.
|
||||
case ZOMBIE_SOUND_TYPE_CRAWL:
|
||||
rand = rint(random() * 4) + 1;
|
||||
next_sound_time = rint(random() * 4) + 1;
|
||||
|
||||
// Don't allow overriding current playing sounds.
|
||||
if (self.s_time > time)
|
||||
break;
|
||||
|
||||
switch(rand) {
|
||||
case 1:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/t0.wav", SOUND_TYPE_ZOMBIE_CRAWLER, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.5;
|
||||
break;
|
||||
case 2:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/t1.wav", SOUND_TYPE_ZOMBIE_CRAWLER, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.6;
|
||||
break;
|
||||
case 3:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/t2.wav", SOUND_TYPE_ZOMBIE_CRAWLER, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 2.3;
|
||||
break;
|
||||
case 4:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/t3.wav", SOUND_TYPE_ZOMBIE_CRAWLER, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.75;
|
||||
break;
|
||||
case 5:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/t4.wav", SOUND_TYPE_ZOMBIE_CRAWLER, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 1.7;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
// 10 options.
|
||||
case ZOMBIE_SOUND_TYPE_SPRINT:
|
||||
rand = rint(random() * 9) + 1;
|
||||
next_sound_time = rint(random() * 4) + 1;
|
||||
|
||||
// Don't allow overriding current playing sounds.
|
||||
if (self.s_time > time)
|
||||
break;
|
||||
|
||||
switch(rand) {
|
||||
case 1:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/r0.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 3.1;
|
||||
break;
|
||||
case 2:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/r1.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 4.6;
|
||||
break;
|
||||
case 3:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/r2.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 3.4;
|
||||
break;
|
||||
case 4:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/r3.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 5.1;
|
||||
break;
|
||||
case 5:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/r4.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 3.5;
|
||||
break;
|
||||
case 6:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/r5.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 3.2;
|
||||
break;
|
||||
case 7:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/r6.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 5.1;
|
||||
break;
|
||||
case 8:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/r7.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 5.1;
|
||||
break;
|
||||
case 9:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/r8.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 3;
|
||||
break;
|
||||
case 10:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/r9.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_ALLOWSKIP);
|
||||
curr_sound_len = 4.1;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
// 8 options.
|
||||
case ZOMBIE_SOUND_TYPE_DEATH:
|
||||
rand = rint(random() * 7) + 1;
|
||||
next_sound_time = 0.1;
|
||||
curr_sound_len = 2;
|
||||
|
||||
switch(rand) {
|
||||
case 1:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/d0.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
case 2:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/d1.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
case 3:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/d2.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
case 4:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/d3.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
case 5:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/d4.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
case 6:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/d5.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
case 7:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/d6.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
case 8:
|
||||
Sound_PlaySound(self.head, "sounds/zombie/d7.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
if(what == 4)//Taunt!
|
||||
{
|
||||
if(random() < 0.83)
|
||||
return;
|
||||
|
||||
if(e < 0.2)
|
||||
sound(self, CHAN_ITEM, "sounds/zombie/t0.wav", 1, ATTN_NORM);
|
||||
else if (e < 0.4)
|
||||
sound(self, CHAN_ITEM, "sounds/zombie/t1.wav", 1, ATTN_NORM);
|
||||
else if (e < 0.6)
|
||||
sound(self, CHAN_ITEM, "sounds/zombie/t2.wav", 1, ATTN_NORM);
|
||||
else if (e < 0.8)
|
||||
sound(self, CHAN_ITEM, "sounds/zombie/t3.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound(self, CHAN_ITEM, "sounds/zombie/t4.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
if (what == 5) // Electric Zap
|
||||
{
|
||||
sound(self, CHAN_ITEM, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
|
||||
}
|
||||
|
||||
self.sound_time = time + next_sound_time;
|
||||
self.s_time = time + curr_sound_len;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -438,12 +541,12 @@ void() zombie_footstep
|
|||
if(self.laststep == 1)
|
||||
{
|
||||
self.laststep = 0;
|
||||
sound(self, 5, "sounds/zombie/s0.wav", 0.6, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/zombie/s0.wav", SOUND_TYPE_PLAYER_FOOTSTEP, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
else
|
||||
{
|
||||
self.laststep = 1;
|
||||
sound(self, 5, "sounds/zombie/s1.wav", 0.6, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/zombie/s1.wav", SOUND_TYPE_PLAYER_FOOTSTEP, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -743,7 +846,7 @@ void() zombie_ripboardB10 =[ $zripB10, zombie_decide ] {self.frame = 201;Zom
|
|||
//186-188
|
||||
void() zombie_attack_through_window =
|
||||
{
|
||||
play_sound_z(1);
|
||||
Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_MELEE);
|
||||
local entity who;
|
||||
who = findradius(self.origin, 70);
|
||||
while(who)
|
||||
|
@ -789,43 +892,43 @@ void() zombie_attack_through_w19 =[ $zatkw9, zombie_decide ] {self.is_attacki
|
|||
|
||||
void() zm_swipe_right_slow =[ 1, zm_swipe_right_slow1 ] {self.is_attacking = true; self.frame = 102; SetZombieHitBox(BASE_BBOX); Zombie_Think(); };
|
||||
void() zm_swipe_right_slow1 =[ 2, zm_swipe_right_slow2 ] {self.frame = 103; Zombie_Think(); };
|
||||
void() zm_swipe_right_slow2 =[ 3, zm_swipe_right_slow3 ] {self.frame = 104; Zombie_Think(); };
|
||||
void() zm_swipe_right_slow2 =[ 3, zm_swipe_right_slow3 ] {self.frame = 104; Zombie_Think(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_MELEE); };
|
||||
void() zm_swipe_right_slow3 =[ 4, zm_swipe_right_slow4 ] {zombie_attack2(); self.frame = 105; Zombie_Think(); };
|
||||
void() zm_swipe_right_slow4 =[ 5, zombie_decide ] {self.is_attacking = false; self.frame = 106; Zombie_Think(); };
|
||||
|
||||
void() zm_swipe_right_fast =[ 1, zm_swipe_right_fast1 ] {self.is_attacking = true; self.frame = 104; Zombie_Think(); };
|
||||
void() zm_swipe_right_fast =[ 1, zm_swipe_right_fast1 ] {self.is_attacking = true; self.frame = 104; Zombie_Think(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_MELEE); };
|
||||
void() zm_swipe_right_fast1 =[ 2, zm_swipe_right_fast2 ] {zombie_attack2(); self.frame = 105; Zombie_Think(); };
|
||||
void() zm_swipe_right_fast2 =[ 3, zombie_decide ] {self.is_attacking = false; self.frame = 106; Zombie_Think(); };
|
||||
|
||||
void() zm_swipe_left_slow =[ 1, zm_swipe_left_slow1 ] {self.is_attacking = true; self.frame = 107; SetZombieHitBox(BASE_BBOX); Zombie_Think(); };
|
||||
void() zm_swipe_left_slow1 =[ 2, zm_swipe_left_slow2 ] {self.frame = 108; Zombie_Think(); };
|
||||
void() zm_swipe_left_slow2 =[ 3, zm_swipe_left_slow3 ] {self.frame = 109; Zombie_Think(); };
|
||||
void() zm_swipe_left_slow2 =[ 3, zm_swipe_left_slow3 ] {self.frame = 109; Zombie_Think(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_MELEE); };
|
||||
void() zm_swipe_left_slow3 =[ 4, zm_swipe_left_slow4 ] {zombie_attack2(); self.frame = 110; Zombie_Think(); };
|
||||
void() zm_swipe_left_slow4 =[ 5, zm_swipe_left_slow5 ] {self.frame = 111; Zombie_Think(); };
|
||||
void() zm_swipe_left_slow5 =[ 6, zombie_decide ] {self.is_attacking = false; self.frame = 112; Zombie_Think(); };
|
||||
|
||||
void() zm_swipe_left_fast =[ 1, zm_swipe_left_fast1 ] {self.is_attacking = true; self.frame = 109; SetZombieHitBox(BASE_BBOX); Zombie_Think(); };
|
||||
void() zm_swipe_left_fast =[ 1, zm_swipe_left_fast1 ] {self.is_attacking = true; self.frame = 109; SetZombieHitBox(BASE_BBOX); Zombie_Think(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_MELEE); };
|
||||
void() zm_swipe_left_fast1 =[ 2, zm_swipe_left_fast2 ] {zombie_attack2(); self.frame = 110; Zombie_Think(); };
|
||||
void() zm_swipe_left_fast2 =[ 3, zm_swipe_left_fast3 ] {self.frame = 111; Zombie_Think(); };
|
||||
void() zm_swipe_left_fast3 =[ 4, zombie_decide ] {self.is_attacking = false; self.frame = 112; Zombie_Think(); };
|
||||
|
||||
void() zm_swipe_both_slow =[ 1, zm_swipe_both_slow1 ] {self.is_attacking = true; self.frame = 102; SetZombieHitBox(BASE_BBOX); Zombie_Think(); };
|
||||
void() zm_swipe_both_slow1 =[ 2, zm_swipe_both_slow2 ] {self.frame = 103; Zombie_Think(); };
|
||||
void() zm_swipe_both_slow2 =[ 3, zm_swipe_both_slow3 ] {self.frame = 104; Zombie_Think(); };
|
||||
void() zm_swipe_both_slow2 =[ 3, zm_swipe_both_slow3 ] {self.frame = 104; Zombie_Think(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_MELEE); };
|
||||
void() zm_swipe_both_slow3 =[ 4, zm_swipe_both_slow4 ] {zombie_attack2(); self.frame = 105; Zombie_Think(); };
|
||||
void() zm_swipe_both_slow4 =[ 5, zm_swipe_both_slow5 ] {self.frame = 106; Zombie_Think(); };
|
||||
void() zm_swipe_both_slow5 =[ 6, zm_swipe_both_slow6 ] {self.frame = 107; Zombie_Think(); };
|
||||
void() zm_swipe_both_slow6 =[ 7, zm_swipe_both_slow7 ] {self.frame = 108; Zombie_Think(); };
|
||||
void() zm_swipe_both_slow7 =[ 8, zm_swipe_both_slow8 ] {self.frame = 109; Zombie_Think(); };
|
||||
void() zm_swipe_both_slow8 =[ 9, zm_swipe_both_slow9 ] {self.frame = 110; Zombie_Think(); };
|
||||
void() zm_swipe_both_slow8 =[ 9, zm_swipe_both_slow9 ] {self.frame = 110; Zombie_Think(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_MELEE); };
|
||||
void() zm_swipe_both_slow9 =[ 10, zombie_decide ] {zombie_attack2(); self.is_attacking = false; self.frame = 111; Zombie_Think(); };
|
||||
|
||||
void() zm_swipe_both_fast =[ 1, zm_swipe_both_fast1 ] {self.is_attacking = true; self.frame = 104; SetZombieHitBox(BASE_BBOX); Zombie_Think(); };
|
||||
void() zm_swipe_both_fast =[ 1, zm_swipe_both_fast1 ] {self.is_attacking = true; self.frame = 104; SetZombieHitBox(BASE_BBOX); Zombie_Think(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_MELEE); };
|
||||
void() zm_swipe_both_fast1 =[ 2, zm_swipe_both_fast2 ] {zombie_attack2(); self.frame = 105; Zombie_Think(); };
|
||||
void() zm_swipe_both_fast2 =[ 3, zm_swipe_both_fast3 ] {self.frame = 106; Zombie_Think(); };
|
||||
void() zm_swipe_both_fast3 =[ 4, zm_swipe_both_fast4 ] {self.frame = 109; Zombie_Think(); };
|
||||
void() zm_swipe_both_fast4 =[ 5, zm_swipe_both_fast5 ] {self.frame = 110; Zombie_Think(); };
|
||||
void() zm_swipe_both_fast5 =[ 6, zm_swipe_both_fast6 ] {self.frame = 111; Zombie_Think(); };
|
||||
void() zm_swipe_both_fast5 =[ 6, zm_swipe_both_fast6 ] {self.frame = 111; Zombie_Think(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_MELEE); };
|
||||
void() zm_swipe_both_fast6 =[ 7, zombie_decide ] {zombie_attack2(); self.is_attacking = false; self.frame = 112; Zombie_Think(); };
|
||||
|
||||
void(float which) zombie_attack_choose =
|
||||
|
@ -840,8 +943,6 @@ void(float which) zombie_attack_choose =
|
|||
return;
|
||||
}
|
||||
}
|
||||
|
||||
play_sound_z(1);
|
||||
|
||||
//
|
||||
// choose what attack to play
|
||||
|
@ -1196,16 +1297,9 @@ void() Zombie_Death =
|
|||
|
||||
// Death Noises
|
||||
if (self.electro_targeted == false)
|
||||
play_sound_z(3);
|
||||
Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_DEATH);
|
||||
else
|
||||
play_sound_z(5);
|
||||
|
||||
//Gotta' make sure we set it back down instead of glitching it up, yo'
|
||||
if(self.s_time > 0 && sounds_playing > 0)
|
||||
{
|
||||
sounds_playing --;
|
||||
self.s_time = 0;
|
||||
}
|
||||
Sound_PlaySound(self.head, "sounds/machines/elec_shock.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
if(self.outside == false && self.electro_targeted == false)
|
||||
{
|
||||
|
@ -1314,7 +1408,7 @@ void() Z_ElectroShock =
|
|||
}
|
||||
|
||||
// Play the first Electro-Sound
|
||||
play_sound_z(5);
|
||||
Sound_PlaySound(self.head, "sounds/machines/elec_shock.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
|
||||
/////////////////////ZOMBIE WAFFE STUFF/////////////////////
|
||||
|
@ -1323,14 +1417,14 @@ void() Z_ElectroShock =
|
|||
// 149-152 (FIXME - animate wunder'd zombies)
|
||||
$frame wunder1 wunder2 wunder3 wunder4 wunder5 wunder6 wunder7 wunder8 wunder9 wunder10
|
||||
|
||||
void() zombie_wunder1 =[ $wunder1, zombie_wunder2 ] {tesla_arc(); play_sound_z(4); self.frame = 149;};
|
||||
void() zombie_wunder1 =[ $wunder1, zombie_wunder2 ] {tesla_arc(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_CRAWL); self.frame = 149;};
|
||||
void() zombie_wunder2 =[ $wunder2, zombie_wunder3 ] {tesla_arc(); self.frame = 150;};
|
||||
void() zombie_wunder3 =[ $wunder3, zombie_wunder4 ] {tesla_arc(); self.frame = 151;};
|
||||
void() zombie_wunder4 =[ $wunder4, zombie_wunder5 ] {tesla_arc(); self.frame = 152;};
|
||||
void() zombie_wunder5 =[ $wunder5, zombie_wunder6 ] {tesla_arc(); self.frame = 151;};
|
||||
void() zombie_wunder6 =[ $wunder6, zombie_wunder7 ] {tesla_arc(); self.frame = 152;};
|
||||
void() zombie_wunder7 =[ $wunder7, zombie_wunder8 ] {tesla_arc(); self.frame = 151;};
|
||||
void() zombie_wunder8 =[ $wunder8, zombie_wunder9 ] {tesla_arc(); play_sound_z(3); self.frame = 152;};
|
||||
void() zombie_wunder8 =[ $wunder8, zombie_wunder9 ] {tesla_arc(); Zombie_PlaySoundType(ZOMBIE_SOUND_TYPE_DEATH); self.frame = 152;};
|
||||
void() zombie_wunder9 =[ $wunder9, zombie_wunder10 ] {tesla_arc(); self.frame = 151;};
|
||||
void() zombie_wunder10 =[ $wunder10, SUB_Null ] {
|
||||
tesla_arc(); self.iszomb = 0; self.nextthink = time + 3; self.think = removeZombie;self.frame = 152;
|
||||
|
|
|
@ -150,7 +150,7 @@ void() EndGameSetup =
|
|||
self.movetype = MOVETYPE_TOSS;
|
||||
|
||||
if (!game_over) {
|
||||
sound(self, CHAN_AUTO, "sounds/music/end.wav", 1, ATTN_NONE);
|
||||
Rounds_PlayTransition("sounds/music/end.wav");
|
||||
NotifyGameEnd();
|
||||
}
|
||||
game_over = true;
|
||||
|
@ -243,7 +243,7 @@ void(entity attacker, float d_style) DieHandler =
|
|||
points_earned = DMG_SCORE_GRENADE;
|
||||
|
||||
// override their death sound (FIXME: make a new sound..)
|
||||
sound(self, CHAN_BODY, "sounds/pu/drop.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/pu/drop.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
case DMG_TYPE_GRENADE:
|
||||
points_earned = DMG_SCORE_GRENADE;
|
||||
|
@ -334,10 +334,11 @@ void(entity victim, entity attacker, float damage, float d_style) DamageHandler
|
|||
victim.punchangle_y = distance_y;
|
||||
|
||||
// Play pain noise if this isn't done by an electric barrier.
|
||||
if (d_style != DMG_TYPE_ELECTRICTRAP)
|
||||
sound (victim, CHAN_AUTO, "sounds/player/pain4.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (victim, CHAN_AUTO, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
|
||||
if (d_style != DMG_TYPE_ELECTRICTRAP) {
|
||||
Sound_PlaySound(victim, "sounds/player/pain4.wav", SOUND_TYPE_PLAYER_VOICE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
} else {
|
||||
Sound_PlaySound(victim, "sounds/machines/elec_shock.wav", SOUND_TYPE_PLAYER_VOICE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
|
||||
if (victim.sprinting) {
|
||||
old_self = self;
|
||||
|
|
|
@ -385,9 +385,18 @@ float tracemove(vector start, vector min, vector max, vector end, float nomonste
|
|||
.float way_path[40];
|
||||
.float way_cur;
|
||||
|
||||
//
|
||||
// Zombie Sound System
|
||||
//
|
||||
|
||||
#define ZOMBIE_SOUND_TYPE_MELEE 0
|
||||
#define ZOMBIE_SOUND_TYPE_WALK 1
|
||||
#define ZOMBIE_SOUND_TYPE_CRAWL 2
|
||||
#define ZOMBIE_SOUND_TYPE_SPRINT 3
|
||||
#define ZOMBIE_SOUND_TYPE_DEATH 4
|
||||
|
||||
.float sound_time;
|
||||
.float s_time;
|
||||
float sounds_playing;
|
||||
|
||||
.float fall;
|
||||
//.vector lastOrg;//Zombie's last origin, for checking stuckness
|
||||
|
@ -518,7 +527,6 @@ float blink_return;
|
|||
float delay_at_round;
|
||||
float spawn_delay;
|
||||
float totalpowerups;
|
||||
float sounds_playing;
|
||||
|
||||
float barricade_reward_maximum;
|
||||
.float barricade_reward;
|
||||
|
|
|
@ -274,19 +274,30 @@ if (self.state == STATE_TOP || self.state == STATE_UP)
|
|||
if (other.points >= self.cost)
|
||||
{
|
||||
door_fire();
|
||||
sound(self, 0, "sounds/misc/ching.wav", 1, 1);
|
||||
sound(self, 1, "sounds/misc/buy.wav", 1, 1);
|
||||
|
||||
// We need to create a new entity with the specific assignment of
|
||||
// just playing the door sound, due to the door moving if we just
|
||||
// assign the sound to the door, it cannot be heard when the engine
|
||||
// supports SOUNDFLAG_FOLLOW.
|
||||
entity door_sound = spawn();
|
||||
setorigin(door_sound, other.origin);
|
||||
door_sound.think = SUB_Remove;
|
||||
door_sound.nextthink = time + 5;
|
||||
|
||||
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
Sound_PlaySound(door_sound, "sounds/misc/buy.wav", SOUND_TYPE_ENV_IMPORTANT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
switch(self.sounds)
|
||||
{
|
||||
case 1:
|
||||
sound(self, 2, "sounds/misc/wood_door.wav", 1, 1);
|
||||
Sound_PlaySound(door_sound, "sounds/misc/wood_door.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
case 2:
|
||||
sound(self, 2, "sounds/misc/debris.wav", 1, 1);
|
||||
Sound_PlaySound(door_sound, "sounds/misc/debris.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
Player_RemoveScore(other, self.cost);
|
||||
self.solid = SOLID_NOT;
|
||||
}
|
||||
|
@ -295,7 +306,7 @@ if (self.state == STATE_TOP || self.state == STATE_UP)
|
|||
if(other.classname == "player" && !other.downed)
|
||||
{
|
||||
centerprint (other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
other.semi_actions |= SEMIACTION_USE;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -31,7 +31,7 @@
|
|||
//
|
||||
void() Barrel_Explode =
|
||||
{
|
||||
sound (self, CHAN_WEAPON, self.oldmodel, 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, self.oldmodel, SOUND_TYPE_WEAPON_EXPLODE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
DamgageExplode (self, self.enemy, 1, 250, 250);
|
||||
|
||||
#ifdef FTE
|
||||
|
|
|
@ -174,7 +174,7 @@ void() train_wait =
|
|||
{
|
||||
if (self.wait) {
|
||||
self.nextthink = self.ltime + self.wait;
|
||||
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
sound(self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
} else {
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
}
|
||||
|
@ -204,7 +204,7 @@ void() train_next =
|
|||
else
|
||||
self.wait = 0;
|
||||
|
||||
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||||
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||||
SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
|
||||
};
|
||||
|
||||
|
@ -237,16 +237,16 @@ void() func_train =
|
|||
|
||||
if (self.sounds == 0) {
|
||||
self.noise = ("sounds/null.wav");
|
||||
precache_sound ("sounds/null.wav");
|
||||
precache_sound("sounds/null.wav");
|
||||
self.noise1 = ("sounds/null.wav");
|
||||
precache_sound ("sounds/null.wav");
|
||||
precache_sound("sounds/null.wav");
|
||||
}
|
||||
|
||||
if (self.sounds == 1) {
|
||||
self.noise = ("sounds/misc/debris.wav");
|
||||
precache_sound ("sounds/misc/debris.wav");
|
||||
precache_sound("sounds/misc/debris.wav");
|
||||
self.noise1 = ("sounds/misc/debris.wav");
|
||||
precache_sound ("sounds/misc/debris.wav");
|
||||
precache_sound("sounds/misc/debris.wav");
|
||||
}
|
||||
|
||||
self.cnt = 1;
|
||||
|
@ -315,7 +315,7 @@ void() button_fire =
|
|||
if (self.state == STATE_UP || self.state == STATE_TOP)
|
||||
return;
|
||||
|
||||
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
//sound(self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
|
||||
self.state = STATE_UP;
|
||||
SUB_CalcMove (self.pos2, self.speed, button_wait);
|
||||
|
@ -349,7 +349,7 @@ void() button_touch =
|
|||
return;
|
||||
} else {
|
||||
centerprint(other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -117,7 +117,7 @@ void DrinkPerk() {
|
|||
self.knife_delay = self.reload_delay2 = self.fire_delay2 = self.fire_delay = self.reload_delay = 3 + time;
|
||||
W_HideCrosshair(self);
|
||||
Set_W_Frame (machine.weapon_animduration, machine.weapon2_animduration, 2.25, 0, PERK, GivePerk, machine.weapon2model, true, S_RIGHT, true);
|
||||
sound(self, CHAN_ITEM, machine.oldmodel, 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, machine.oldmodel, SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
// Communicate to our engines that this client should display correct Double-Tap icon.
|
||||
if (self.style == P_DOUBLE) {
|
||||
|
@ -172,7 +172,7 @@ void() Perk_StopLeaveAnimation =
|
|||
Light_None(self); // Remove light effect
|
||||
SUB_UseTargets();
|
||||
|
||||
sound(self,CHAN_ITEM,"sounds/pu/drop.wav",1,ATTN_NONE); // Play a fitting sound
|
||||
Sound_PlaySound(self, "sounds/pu/drop.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS); // Play a fitting sound
|
||||
}
|
||||
|
||||
void() Perk_MachineLeaveAnimation =
|
||||
|
@ -200,7 +200,7 @@ void() Perk_MachineGoAwayForReal =
|
|||
self.movetype = MOVETYPE_NOCLIP;
|
||||
self.velocity = v_up * 7;
|
||||
|
||||
sound(self, CHAN_ITEM, "sounds/pu/byebye.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(world, "sounds/pu/byebye.wav", SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
// Do our silly little animation for 6 seconds
|
||||
self.ltime = time + 6;
|
||||
|
@ -277,11 +277,11 @@ void() touch_perk =
|
|||
Player_RemoveScore(other, price);
|
||||
|
||||
// Play the sound of the bottle "vending"
|
||||
sound(self, CHAN_ITEM,"sounds/machines/vend.wav", 1, 1);
|
||||
Sound_PlaySound(self, "sounds/machines/vend.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
// Play Perk Sting if we can and it exists
|
||||
if (self.aistatus && self.ltime < time) {
|
||||
sound(self, CHAN_AUTO, self.aistatus, 0.8, ATTN_IDLE);
|
||||
Sound_PlaySound(self, self.aistatus, SOUND_TYPE_ENV_MUSIC, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.ltime = time + self.anim_weapon_time;
|
||||
}
|
||||
|
||||
|
@ -318,7 +318,7 @@ void() touch_perk =
|
|||
} else if (other.button7 && !(other.semi_actions & SEMIACTION_USE)) {
|
||||
// We tried to use, but we don't have the cash..
|
||||
centerprint(other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
other.semi_actions |= SEMIACTION_USE;
|
||||
}
|
||||
}
|
||||
|
@ -387,9 +387,9 @@ void() Perk_Jingle =
|
|||
self.nextthink = time + jinglewaittime;
|
||||
} else {
|
||||
// 15% Chance to Play Jingle
|
||||
local float chance = random();
|
||||
float chance = random();
|
||||
if (chance <= 0.15) {
|
||||
sound(self, CHAN_AUTO, self.powerup_vo, 0.8, ATTN_IDLE);
|
||||
Sound_PlaySound(self, self.powerup_vo, SOUND_TYPE_ENV_MUSIC, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.ltime = time + self.anim_weapon2_time;
|
||||
jinglewaittime += self.anim_weapon2_time;
|
||||
}
|
||||
|
@ -645,7 +645,7 @@ void() touch_power_Switch =
|
|||
if (other.button7 && !isPowerOn) {
|
||||
turnpower1();
|
||||
isPowerOn = true;
|
||||
sound(self, CHAN_ITEM, self.oldmodel, 1, ATTN_NONE);
|
||||
Sound_PlaySound(world, self.oldmodel, SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
// Print message
|
||||
if (self.message) {
|
||||
|
|
|
@ -53,7 +53,7 @@ void() radioPlay =
|
|||
self.health = 1;
|
||||
|
||||
if (self.radioState == 1) {
|
||||
sound (self, CHAN_ITEM, self.tune, 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, self.tune, SOUND_TYPE_ENV_IMPORTANT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
|
||||
if (!(self.spawnflags & SPAWNFLAG_RADIO_PLAYONCE))
|
||||
|
@ -69,7 +69,7 @@ void() radioPlay =
|
|||
|
||||
self.think = radioPlay;
|
||||
} else if (self.radioState == 0) {
|
||||
sound (self, CHAN_ITEM, "sounds/null.wav", 1, ATTN_NONE);
|
||||
sound(self, CHAN_ITEM, "sounds/null.wav", 1, ATTN_NONE);
|
||||
self.nextthink = 0;
|
||||
self.think = SUB_Null;
|
||||
}
|
||||
|
@ -79,7 +79,7 @@ void() radio_hit =
|
|||
{
|
||||
self.health = 1;
|
||||
|
||||
sound (self, CHAN_ITEM, "sounds/misc/radio.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/misc/radio.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.nextthink = time + 1;
|
||||
self.think = radioPlay;
|
||||
|
||||
|
@ -99,7 +99,7 @@ void() item_radio =
|
|||
if (!self.maxs) self.maxs = '8 8 4';
|
||||
|
||||
precache_model (self.model);
|
||||
precache_sound ("sounds/misc/radio.wav");
|
||||
precache_sound("sounds/misc/radio.wav");
|
||||
|
||||
// Backwards compatibility
|
||||
if (!self.tune) {
|
||||
|
@ -107,7 +107,7 @@ void() item_radio =
|
|||
self.length = 10.1;
|
||||
}
|
||||
|
||||
precache_sound (self.tune);
|
||||
precache_sound(self.tune);
|
||||
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
|
||||
self.solid=SOLID_BBOX;
|
||||
self.classname = "item_radio";
|
||||
|
@ -140,7 +140,7 @@ void() teddy_spawn =
|
|||
self.th_die = teddy_react;
|
||||
|
||||
if (self.noise)
|
||||
precache_sound (self.noise);
|
||||
precache_sound(self.noise);
|
||||
};
|
||||
|
||||
/* ==================
|
||||
|
|
|
@ -86,7 +86,7 @@ inline void() MBOX_Reset =
|
|||
// Plays the open animation for the Mystery Box,
|
||||
// frames 9-12.
|
||||
//
|
||||
void() MBOX_PlayCloseAnimation = [9, MBOX_CloseAnimation2 ] { self.frame = 9; MBOX_UpdateGlowFrame(); sound (self, CHAN_ITEM, mystery_box_close_sound, 1, ATTN_NORM); Light_None(self); };
|
||||
void() MBOX_PlayCloseAnimation = [9, MBOX_CloseAnimation2 ] { self.frame = 9; MBOX_UpdateGlowFrame(); Sound_PlaySound(self, mystery_box_close_sound, SOUND_TYPE_ENV_MUSIC, SOUND_PRIORITY_PLAYALWAYS); Light_None(self); };
|
||||
void() MBOX_CloseAnimation2 = [10, MBOX_CloseAnimation3 ] { self.frame = 10; MBOX_UpdateGlowFrame(); };
|
||||
void() MBOX_CloseAnimation3 = [10, MBOX_CloseAnimation4 ] { self.frame = 11; MBOX_UpdateGlowFrame(); };
|
||||
void() MBOX_CloseAnimation4 = [10, MBOX_Reset ] { self.frame = 12; MBOX_UpdateGlowFrame(); };
|
||||
|
@ -308,7 +308,7 @@ void() MBOX_FindNewSpot =
|
|||
// Spawn some sparkles so it doesn't just "appear"
|
||||
SpawnSpark(new_box.origin, 0.75);
|
||||
// "Woosh" Effect
|
||||
sound(new_box, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(new_box, "sounds/pu/drop.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -321,7 +321,7 @@ void() MBOX_StopFlying =
|
|||
// Spark Effect
|
||||
SpawnSpark(self.origin, 0.75);
|
||||
// "Woosh" Effect
|
||||
sound(self, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/pu/drop.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
// Disappear!
|
||||
self.model = "models/props/teddy.mdl";
|
||||
setmodel(self, self.model);
|
||||
|
@ -385,9 +385,9 @@ void() MBOX_FlyAway =
|
|||
void() MBOX_Leave =
|
||||
{
|
||||
// Broadcast the laughter
|
||||
sound(self, CHAN_ITEM, "sounds/pu/byebye.wav", 1, ATTN_NONE);
|
||||
Sound_PlaySound(world, "sounds/pu/byebye.wav", SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
// "Woosh" Effect
|
||||
sound(self, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/pu/drop.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
// Spark Effect
|
||||
SpawnSpark(self.origin, 0.75);
|
||||
// Turn off Light & Glow
|
||||
|
@ -440,8 +440,9 @@ void() MBOX_PresentTeddy =
|
|||
Player_AddScore(self.owner.owner, mystery_box_cost, false);
|
||||
|
||||
// Broadcast the bad luck.
|
||||
sound(self, CHAN_ITEM, "sounds/misc/buy.wav", 1, ATTN_NONE);
|
||||
sound(self, 2, "sounds/misc/giggle.wav", 1, ATTN_NONE);
|
||||
Sound_PlaySound(self, "sounds/misc/buy.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
Sound_PlaySound(self, "sounds/misc/giggle.wav", SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
// Linger for 2 seconds, and then fly away.
|
||||
self.think = MBOX_TeddyLeave;
|
||||
self.nextthink = time + 2;
|
||||
|
@ -621,8 +622,8 @@ void() Create_Floating_Weapon =
|
|||
void() mystery_box_tp_spot =
|
||||
{
|
||||
precache_model ("models/props/teddy.mdl");
|
||||
precache_sound ("sounds/pu/byebye.wav");
|
||||
precache_sound ("sounds/misc/giggle.wav");
|
||||
precache_sound("sounds/pu/byebye.wav");
|
||||
precache_sound("sounds/misc/giggle.wav");
|
||||
|
||||
self.solid=SOLID_TRIGGER;
|
||||
self.classname = "mystery_box_tp_spot";
|
||||
|
@ -687,7 +688,7 @@ void() MBOX_Touch =
|
|||
{
|
||||
if (other.points >= mystery_box_cost)
|
||||
{
|
||||
sound (self, CHAN_ITEM, mystery_box_open_sound, 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, mystery_box_open_sound, SOUND_TYPE_ENV_MUSIC, SOUND_PRIORITY_PLAYALWAYS);
|
||||
Player_RemoveScore(other, mystery_box_cost);
|
||||
self.boxstatus = 1;
|
||||
self.owner = other;
|
||||
|
@ -698,7 +699,7 @@ void() MBOX_Touch =
|
|||
}
|
||||
else {
|
||||
centerprint (other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
}
|
||||
if (self.boxstatus == 2)
|
||||
|
@ -707,7 +708,7 @@ void() MBOX_Touch =
|
|||
{
|
||||
other.reload_delay = 0;
|
||||
self.owner = world;
|
||||
sound(self, 0,"sounds/misc/ching.wav", 1, 1);
|
||||
Sound_PlaySound(self, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
tempe = self;
|
||||
self = other;
|
||||
|
||||
|
|
|
@ -128,7 +128,7 @@ void() PAP_Tick =
|
|||
if (self.ltime < time)
|
||||
PAP_Reset();
|
||||
else {
|
||||
sound(self, CHAN_BODY, "sounds/machines/packapunch/tick.wav", 1, 1);
|
||||
Sound_PlaySound(self, "sounds/machines/packapunch/tick.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.nextthink = time + 0.87;
|
||||
}
|
||||
};
|
||||
|
@ -187,11 +187,11 @@ void(entity pap, entity buyer) PAP_UpgradeWeapon =
|
|||
|
||||
// Give a nice blue glow and play upgrade sound
|
||||
Light_Cyan(pap, false);
|
||||
sound(pap, CHAN_ITEM, pap.oldmodel, 0.8, 1);
|
||||
Sound_PlaySound(pap, pap.oldmodel, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
// Mapper-provided musical sting.
|
||||
if (pap.powerup_vo)
|
||||
sound(pap, CHAN_AUTO, pap.powerup_vo, 1, ATTN_IDLE);
|
||||
Sound_PlaySound(pap, pap.powerup_vo, SOUND_TYPE_ENV_MUSIC, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
//
|
||||
// Spawn and prepare the floating Weapon
|
||||
|
@ -226,7 +226,7 @@ void(entity pap, entity buyer) PAP_UpgradeWeapon =
|
|||
|
||||
// Play Player's view model animation and sound.
|
||||
self.fire_delay = self.reload_delay = 2.0 + time;
|
||||
sound(self,CHAN_WEAPON,"sounds/machines/papsound.wav",1,ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/machines/papsound.wav", SOUND_TYPE_PLAYER_VOICE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
pap.weapon = self.weapon;
|
||||
|
||||
|
@ -284,7 +284,7 @@ void() PAP_Touch =
|
|||
else if (other.button7 && other.weapon && !(other.semi_actions & SEMIACTION_USE)) {
|
||||
other.semi_actions |= SEMIACTION_USE;
|
||||
centerprint (other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -319,7 +319,7 @@ void() PAP_Touch =
|
|||
void() PAP_Click =
|
||||
{
|
||||
if (!self.active_door.papState)
|
||||
sound(self, CHAN_ITEM, "sounds/machines/packapunch/gear_shift.wav", 1, 1);
|
||||
Sound_PlaySound(self, "sounds/machines/packapunch/gear_shift.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.nextthink = time + 0.75;
|
||||
};
|
||||
|
||||
|
@ -428,7 +428,7 @@ void() perk_pap =
|
|||
if (self.powerup_vo)
|
||||
precache_sound(self.powerup_vo);
|
||||
|
||||
precache_sound ("sounds/machines/papsound.wav");
|
||||
precache_sound("sounds/machines/papsound.wav");
|
||||
precache_sound("sounds/weapons/papfire.wav");
|
||||
precache_sound("sounds/machines/packapunch/gear_shift.wav");
|
||||
precache_sound("sounds/machines/packapunch/tick.wav");
|
||||
|
|
|
@ -314,7 +314,7 @@ void() PU_NukeKill =
|
|||
self.th_die();
|
||||
|
||||
// override their death sound
|
||||
sound(self, CHAN_BODY, "sounds/pu/nuke.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/pu/nuke.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
// restore self
|
||||
self = oldself;
|
||||
|
@ -663,7 +663,7 @@ void() PU_Flash =
|
|||
//
|
||||
void() PU_PlayVO =
|
||||
{
|
||||
sound(self, CHAN_VOICE, self.powerup_vo, 1, ATTN_NONE);
|
||||
Sound_PlaySound(world, self.powerup_vo, SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_ALLOWSKIP);
|
||||
PU_FreeEnt(self);
|
||||
};
|
||||
|
||||
|
@ -700,7 +700,7 @@ void() PU_Touch =
|
|||
if (other.classname == "player")
|
||||
{
|
||||
// Acquire sound
|
||||
sound(self.owner, CHAN_VOICE, "sounds/pu/pickup.wav", 1, ATTN_NONE);
|
||||
Sound_PlaySound(self.owner, "sounds/pu/pickup.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
// Prepare for VO and destruction
|
||||
self.think = PU_PlayVO;
|
||||
|
@ -749,7 +749,7 @@ void() PU_SparkleThink =
|
|||
|
||||
if(self.calc_time <= time)
|
||||
{
|
||||
sound(self, CHAN_VOICE, "sounds/pu/powerup.wav", 0.6, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/pu/powerup.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.calc_time = time + 2.998;
|
||||
}
|
||||
};
|
||||
|
@ -827,8 +827,8 @@ void(vector where, float type) Spawn_Powerup =
|
|||
sparkle.nextthink = time + 0.1;
|
||||
|
||||
// Drop Sounds
|
||||
sound(sparkle, CHAN_VOICE, "sounds/pu/powerup.wav", 0.6, ATTN_NORM);
|
||||
sound(powerup, CHAN_AUTO, "sounds/pu/drop.wav", 1, ATTN_NONE);
|
||||
Sound_PlaySound(sparkle, "sounds/pu/powerup.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
Sound_PlaySound(powerup, "sounds/pu/drop.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
// Check if we were forcefully assigned an ID
|
||||
if (type != -1) {
|
||||
|
|
|
@ -74,7 +74,7 @@ void() teleport_entities_back =
|
|||
SUB_UseTargets();
|
||||
self.iszomb = 0;
|
||||
|
||||
sound(self.entities[0], CHAN_WEAPON, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self.entities[0], "sounds/machines/elec_shock.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
for(float i = 0; i < 4; i++) {
|
||||
if (self.entities[i].classname == "player") {
|
||||
|
@ -223,7 +223,7 @@ void() teleport_pad_touch =
|
|||
if (other.button7) {
|
||||
self.host.isLinked = true;
|
||||
self.host.waitLink = false;
|
||||
sound(self, CHAN_WEAPON, "sounds/weapons/tesla/switchon.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/tesla/switchon.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
} else {
|
||||
if (self.host.mode == 2) {
|
||||
|
@ -242,7 +242,7 @@ void() teleporter_link_touch =
|
|||
local entity en;
|
||||
|
||||
en = find(world, targetname, self.target2);
|
||||
sound(self, CHAN_WEAPON, "sounds/weapons/tesla/switchoff.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/tesla/switchoff.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.waitLink = true;
|
||||
en.host = self;
|
||||
}
|
||||
|
@ -281,7 +281,7 @@ void() teleport_touch =
|
|||
|
||||
if (other.points < self.cost) {
|
||||
centerprint(other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -298,7 +298,7 @@ void() teleport_touch =
|
|||
people.movetype = MOVETYPE_NONE;
|
||||
}
|
||||
else if (people.classname == "ai_dog" && !people.electro_targeted) {
|
||||
sound(self, CHAN_WEAPON, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/machines/elec_shock.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
tempe = self;
|
||||
self = people;
|
||||
|
@ -322,7 +322,7 @@ void() teleport_touch =
|
|||
self.think = teleport_entities;
|
||||
self.nextthink = time + 1;
|
||||
SpawnSpark(self.origin + '0 0 32', 1.5);
|
||||
sound(self, CHAN_WEAPON, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/machines/elec_shock.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
|
||||
if (other.button1) {
|
||||
|
|
|
@ -110,7 +110,7 @@ void() zapper_do_damage =
|
|||
// - Dogs should always explode on contact, instantly.
|
||||
// - Trap plays Electro-Shock sound, dog plays explosion.
|
||||
else if (other.classname == "ai_dog") {
|
||||
sound(self, CHAN_WEAPON, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/machines/elec_shock.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
tempe = self;
|
||||
self = other;
|
||||
|
@ -250,7 +250,7 @@ void() zapper_touch =
|
|||
other.semi_actions |= SEMIACTION_USE;
|
||||
if (other.points < self.cost) {
|
||||
centerprint(other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -231,7 +231,7 @@ void() trigger_interact_touch =
|
|||
|
||||
if (other.button7) {
|
||||
if (self.noise)
|
||||
sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
|
||||
Sound_PlaySound(other, self.noise, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
multi_trigger();
|
||||
}
|
||||
}
|
||||
|
@ -265,7 +265,7 @@ void() teddy_react =
|
|||
|
||||
|
||||
if (self.noise)
|
||||
sound (dummy, CHAN_ITEM, self.noise, 1, ATTN_NORM);
|
||||
Sound_PlaySound(dummy, self.noise, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
Ent_FakeRemove(self);
|
||||
}
|
||||
|
@ -381,7 +381,7 @@ void() trigger_awardpoints_touch =
|
|||
Player_AddScore(other, self.points, (self.spawnflags & SPAWNFLAG_TRIGGERSCORE_APPLY2XPOINTS));
|
||||
|
||||
if (self.noise != "")
|
||||
sound(self, 0, self.noise, 1, 1);
|
||||
Sound_PlaySound(self, self.noise, SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
self.health = 0;
|
||||
}
|
||||
|
|
|
@ -52,7 +52,7 @@ void() WallWeapon_Use =
|
|||
return;
|
||||
|
||||
// Play a sound for it "spawning"
|
||||
sound(self, 1, "sounds/misc/buy.wav", 1, 1);
|
||||
Sound_PlaySound(self, "sounds/misc/buy.wav", SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
// MP5K and Waffe were added in late in the mix-up.. needs special case. Also grenade bag.
|
||||
switch(self.sequence + 1) {
|
||||
|
@ -186,7 +186,7 @@ void () WallWeapon_TouchTrigger =
|
|||
// Player doesn't have enough points. Abort.
|
||||
if (other.points < wcost) {
|
||||
centerprint(other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -195,7 +195,7 @@ void () WallWeapon_TouchTrigger =
|
|||
// Set the weapon's ammo to the max capacity.
|
||||
Weapon_SetPlayerAmmoInSlot(other, slot, wall_ammo);
|
||||
|
||||
sound(other, 0, "sounds/misc/ching.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
other.reload_delay = 0;
|
||||
|
||||
// Subtract the cost from player points.
|
||||
|
@ -234,13 +234,13 @@ void () WallWeapon_TouchTrigger =
|
|||
// Player doesn't have enough points. Abort.
|
||||
if (other.points < wcost) {
|
||||
centerprint(other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return;
|
||||
}
|
||||
|
||||
other.weapons[0].weapon_reserve = getWeaponAmmo(other.weapon);
|
||||
|
||||
sound(other, 0, "sounds/misc/ching.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
other.reload_delay = 0;
|
||||
|
||||
// Subtract the cost from player points.
|
||||
|
@ -267,14 +267,14 @@ void () WallWeapon_TouchTrigger =
|
|||
if (other.points < self.cost2)
|
||||
{
|
||||
centerprint(other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
other.ach_tracker_coll++;
|
||||
other.reload_delay = 0;
|
||||
sound(other, 0, "sounds/misc/ching.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
//other.boughtweapon = true;
|
||||
Player_RemoveScore(other, self.cost2);
|
||||
other.grenades = other.grenades | 2;
|
||||
|
@ -302,14 +302,14 @@ void () WallWeapon_TouchTrigger =
|
|||
if (other.points < self.cost)
|
||||
{
|
||||
centerprint(other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
other.ach_tracker_coll++;
|
||||
other.reload_delay = 0;
|
||||
sound(other, 0, "sounds/misc/ching.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
//other.boughtweapon = true;
|
||||
Player_RemoveScore(other, self.cost);
|
||||
other.primary_grenades = 4;
|
||||
|
@ -332,12 +332,12 @@ void () WallWeapon_TouchTrigger =
|
|||
{
|
||||
if (other.points < self.cost2) {
|
||||
centerprint(other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return;
|
||||
} else {
|
||||
W_HideCrosshair(other);
|
||||
Player_RemoveScore(other, self.cost2);
|
||||
sound(other, 0, "sounds/misc/ching.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
other.ach_tracker_coll++;
|
||||
if (self.enemy)
|
||||
{
|
||||
|
@ -369,12 +369,12 @@ void () WallWeapon_TouchTrigger =
|
|||
other.semi_actions |= SEMIACTION_USE;
|
||||
if (other.points < self.cost) {
|
||||
centerprint (other, STR_NOTENOUGHPOINTS);
|
||||
sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/denybuy.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return;
|
||||
}
|
||||
other.ach_tracker_coll++;
|
||||
|
||||
sound(other, 0, "sounds/misc/ching.wav", 1, 1);
|
||||
Sound_PlaySound(other, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
other.reload_delay = 0;
|
||||
Player_RemoveScore(other, self.cost);
|
||||
if (self.enemy) {
|
||||
|
|
|
@ -61,7 +61,7 @@ void() Window_repaired =
|
|||
{
|
||||
if (barricade_reward_maximum > self.enemy.barricade_reward)
|
||||
{
|
||||
sound(self, 0,"sounds/misc/ching.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self.enemy, "sounds/misc/ching.wav", SOUND_TYPE_ENV_CHING, SOUND_PRIORITY_PLAYALWAYS);
|
||||
Player_AddScore(self.enemy, 10, true);
|
||||
|
||||
self.enemy.barricade_reward += 10;
|
||||
|
@ -72,7 +72,7 @@ void() Window_repaired =
|
|||
|
||||
void() Barricade_hit_window =
|
||||
{
|
||||
sound(self, 0, self.oldmodel, 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, self.oldmodel, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
|
||||
void(void() next) checkForSpeed = {
|
||||
|
@ -227,17 +227,17 @@ void() window_repair6_6 =[ 6, window_repair6_7 ] {self.frame = 46;};
|
|||
void() window_repair6_7 =[ 7, window_repair6_8 ] {self.frame = 47;Barricade_hit_window();};
|
||||
void() window_repair6_8 =[ 8, SUB_Null ] {self.frame = 48; Window_repaired();};
|
||||
|
||||
void() window_carpenter_1 =[ 1, window_carpenter_2 ] {self.frame = 47;sound(self, 0, self.oldmodel, 1, ATTN_NORM);};
|
||||
void() window_carpenter_1 =[ 1, window_carpenter_2 ] {self.frame = 47; Sound_PlaySound(self, self.oldmodel, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS); };
|
||||
void() window_carpenter_2 =[ 2, window_carpenter_3 ] {self.frame = 48;};
|
||||
void() window_carpenter_3 =[ 3, window_carpenter_4 ] {self.frame = 55;sound(self, 1, self.oldmodel, 1, ATTN_NORM);};
|
||||
void() window_carpenter_3 =[ 3, window_carpenter_4 ] {self.frame = 55; Sound_PlaySound(self, self.oldmodel, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS); };
|
||||
void() window_carpenter_4 =[ 4, window_carpenter_5 ] {self.frame = 56;};
|
||||
void() window_carpenter_5 =[ 5, window_carpenter_6 ] {self.frame = 63;sound(self, 2, self.oldmodel, 1, ATTN_NORM);};
|
||||
void() window_carpenter_5 =[ 5, window_carpenter_6 ] {self.frame = 63; Sound_PlaySound(self, self.oldmodel, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS); };
|
||||
void() window_carpenter_6 =[ 6, window_carpenter_7 ] {self.frame = 64;};
|
||||
void() window_carpenter_7 =[ 7, window_carpenter_8 ] {self.frame = 71;sound(self, 0, self.oldmodel, 1, ATTN_NORM);};
|
||||
void() window_carpenter_7 =[ 7, window_carpenter_8 ] {self.frame = 71; Sound_PlaySound(self, self.oldmodel, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS); };
|
||||
void() window_carpenter_8 =[ 8, window_carpenter_9 ] {self.frame = 72;};
|
||||
void() window_carpenter_9 =[ 7, window_carpenter_10 ] {self.frame = 79;sound(self, 1, self.oldmodel, 1, ATTN_NORM);};
|
||||
void() window_carpenter_9 =[ 7, window_carpenter_10 ] {self.frame = 79; Sound_PlaySound(self, self.oldmodel, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS); };
|
||||
void() window_carpenter_10 =[ 8, window_carpenter_11 ] {self.frame = 80;};
|
||||
void() window_carpenter_11 =[ 7, window_carpenter_12 ] {self.frame = 87;sound(self, 2, self.oldmodel, 1, ATTN_NORM);};
|
||||
void() window_carpenter_11 =[ 7, window_carpenter_12 ] {self.frame = 87; Sound_PlaySound(self, self.oldmodel, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS); };
|
||||
void() window_carpenter_12 =[ 8, SUB_Null ] {self.frame = 88;self.isspec = 0;};
|
||||
|
||||
|
||||
|
@ -246,7 +246,7 @@ void() Window_Damage =
|
|||
if(self.health == 0 || self.owner)
|
||||
return;
|
||||
|
||||
sound(self, CHAN_VOICE, self.aistatus, 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, self.aistatus, SOUND_TYPE_ENV_OBJECT, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
self.health = self.health - 1;
|
||||
|
||||
|
|
|
@ -145,7 +145,7 @@ void() StartFrame =
|
|||
} else if (time_before_gamestart < time) {
|
||||
InitRounds();
|
||||
nzp_screenflash(world, SCREENFLASH_COLOR_BLACK, 1, SCREENFLASH_FADE_OUT);
|
||||
sound(self, CHAN_AUTO, "sounds/rounds/splash.wav", 1, ATTN_NONE);
|
||||
Rounds_PlayTransition("sounds/rounds/splash.wav");
|
||||
|
||||
entity players = find(world, classname, "player");
|
||||
|
||||
|
@ -277,67 +277,67 @@ void() precaches =
|
|||
precache_sound("sounds/misc/denybuy.wav");
|
||||
|
||||
// power-ups
|
||||
precache_sound ("sounds/pu/pickup.wav");
|
||||
precache_sound ("sounds/pu/powerup.wav");
|
||||
precache_sound ("sounds/pu/drop.wav");
|
||||
precache_sound ("sounds/pu/byebye.wav");
|
||||
precache_sound("sounds/pu/pickup.wav");
|
||||
precache_sound("sounds/pu/powerup.wav");
|
||||
precache_sound("sounds/pu/drop.wav");
|
||||
precache_sound("sounds/pu/byebye.wav");
|
||||
|
||||
// zombie walk
|
||||
precache_sound ("sounds/zombie/w0.wav");
|
||||
precache_sound ("sounds/zombie/w1.wav");
|
||||
precache_sound ("sounds/zombie/w2.wav");
|
||||
precache_sound ("sounds/zombie/w3.wav");
|
||||
precache_sound ("sounds/zombie/w4.wav");
|
||||
precache_sound ("sounds/zombie/w5.wav");
|
||||
precache_sound ("sounds/zombie/w6.wav");
|
||||
precache_sound ("sounds/zombie/w7.wav");
|
||||
precache_sound ("sounds/zombie/w8.wav");
|
||||
precache_sound ("sounds/zombie/w9.wav");
|
||||
precache_sound("sounds/zombie/w0.wav");
|
||||
precache_sound("sounds/zombie/w1.wav");
|
||||
precache_sound("sounds/zombie/w2.wav");
|
||||
precache_sound("sounds/zombie/w3.wav");
|
||||
precache_sound("sounds/zombie/w4.wav");
|
||||
precache_sound("sounds/zombie/w5.wav");
|
||||
precache_sound("sounds/zombie/w6.wav");
|
||||
precache_sound("sounds/zombie/w7.wav");
|
||||
precache_sound("sounds/zombie/w8.wav");
|
||||
precache_sound("sounds/zombie/w9.wav");
|
||||
|
||||
// zombie run
|
||||
precache_sound ("sounds/zombie/r0.wav");
|
||||
precache_sound ("sounds/zombie/r1.wav");
|
||||
precache_sound ("sounds/zombie/r2.wav");
|
||||
precache_sound ("sounds/zombie/r3.wav");
|
||||
precache_sound ("sounds/zombie/r4.wav");
|
||||
precache_sound ("sounds/zombie/r5.wav");
|
||||
precache_sound ("sounds/zombie/r6.wav");
|
||||
precache_sound ("sounds/zombie/r7.wav");
|
||||
precache_sound ("sounds/zombie/r8.wav");
|
||||
precache_sound ("sounds/zombie/r9.wav");
|
||||
precache_sound("sounds/zombie/r0.wav");
|
||||
precache_sound("sounds/zombie/r1.wav");
|
||||
precache_sound("sounds/zombie/r2.wav");
|
||||
precache_sound("sounds/zombie/r3.wav");
|
||||
precache_sound("sounds/zombie/r4.wav");
|
||||
precache_sound("sounds/zombie/r5.wav");
|
||||
precache_sound("sounds/zombie/r6.wav");
|
||||
precache_sound("sounds/zombie/r7.wav");
|
||||
precache_sound("sounds/zombie/r8.wav");
|
||||
precache_sound("sounds/zombie/r9.wav");
|
||||
|
||||
// zombie swipe
|
||||
precache_sound ("sounds/zombie/a0.wav");
|
||||
precache_sound ("sounds/zombie/a1.wav");
|
||||
precache_sound ("sounds/zombie/a2.wav");
|
||||
precache_sound ("sounds/zombie/a3.wav");
|
||||
precache_sound ("sounds/zombie/a4.wav");
|
||||
precache_sound ("sounds/zombie/a5.wav");
|
||||
precache_sound ("sounds/zombie/a6.wav");
|
||||
precache_sound ("sounds/zombie/a7.wav");
|
||||
precache_sound("sounds/zombie/a0.wav");
|
||||
precache_sound("sounds/zombie/a1.wav");
|
||||
precache_sound("sounds/zombie/a2.wav");
|
||||
precache_sound("sounds/zombie/a3.wav");
|
||||
precache_sound("sounds/zombie/a4.wav");
|
||||
precache_sound("sounds/zombie/a5.wav");
|
||||
precache_sound("sounds/zombie/a6.wav");
|
||||
precache_sound("sounds/zombie/a7.wav");
|
||||
|
||||
// zombie death
|
||||
precache_sound ("sounds/zombie/d0.wav");
|
||||
precache_sound ("sounds/zombie/d1.wav");
|
||||
precache_sound ("sounds/zombie/d2.wav");
|
||||
precache_sound ("sounds/zombie/d3.wav");
|
||||
precache_sound ("sounds/zombie/d4.wav");
|
||||
precache_sound ("sounds/zombie/d5.wav");
|
||||
precache_sound ("sounds/zombie/d6.wav");
|
||||
precache_sound ("sounds/zombie/d7.wav");
|
||||
precache_sound("sounds/zombie/d0.wav");
|
||||
precache_sound("sounds/zombie/d1.wav");
|
||||
precache_sound("sounds/zombie/d2.wav");
|
||||
precache_sound("sounds/zombie/d3.wav");
|
||||
precache_sound("sounds/zombie/d4.wav");
|
||||
precache_sound("sounds/zombie/d5.wav");
|
||||
precache_sound("sounds/zombie/d6.wav");
|
||||
precache_sound("sounds/zombie/d7.wav");
|
||||
|
||||
// zombie taunt
|
||||
precache_sound ("sounds/zombie/t0.wav");
|
||||
precache_sound ("sounds/zombie/t1.wav");
|
||||
precache_sound ("sounds/zombie/t2.wav");
|
||||
precache_sound ("sounds/zombie/t3.wav");
|
||||
precache_sound ("sounds/zombie/t4.wav");
|
||||
precache_sound("sounds/zombie/t0.wav");
|
||||
precache_sound("sounds/zombie/t1.wav");
|
||||
precache_sound("sounds/zombie/t2.wav");
|
||||
precache_sound("sounds/zombie/t3.wav");
|
||||
precache_sound("sounds/zombie/t4.wav");
|
||||
|
||||
// zombie footsteps
|
||||
precache_sound ("sounds/zombie/s0.wav");
|
||||
precache_sound ("sounds/zombie/s1.wav");
|
||||
precache_sound ("sounds/zombie/sc0.wav");
|
||||
precache_sound ("sounds/zombie/sc1.wav");
|
||||
precache_sound("sounds/zombie/s0.wav");
|
||||
precache_sound("sounds/zombie/s1.wav");
|
||||
precache_sound("sounds/zombie/sc0.wav");
|
||||
precache_sound("sounds/zombie/sc1.wav");
|
||||
|
||||
// null
|
||||
precache_sound("sounds/null.wav");
|
||||
|
|
|
@ -630,7 +630,7 @@ void() PlayerPostThink =
|
|||
//landsound
|
||||
if((self.oldvelocity_z < -212) && (self.flags & FL_ONGROUND))
|
||||
{
|
||||
sound(self, CHAN_BODY, "sounds/player/land.wav", 0.6, 1.75);
|
||||
Sound_PlaySound(self, "sounds/player/land.wav", SOUND_TYPE_PLAYER_FOOTSTEP, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.lastsound_time = time - 0.15;
|
||||
}
|
||||
|
||||
|
@ -674,15 +674,15 @@ void() PlayerPostThink =
|
|||
{
|
||||
local float ran = random();
|
||||
if(ran > 0.8)
|
||||
sound(self, CHAN_BODY, "sounds/player/footstep1.wav", 0.6, 2.5);
|
||||
Sound_PlaySound(self, "sounds/player/footstep1.wav", SOUND_TYPE_PLAYER_FOOTSTEP, SOUND_PRIORITY_PLAYALWAYS);
|
||||
else if(ran > 0.6)
|
||||
sound(self, CHAN_BODY, "sounds/player/footstep2.wav", 0.6, 2.5);
|
||||
Sound_PlaySound(self, "sounds/player/footstep2.wav", SOUND_TYPE_PLAYER_FOOTSTEP, SOUND_PRIORITY_PLAYALWAYS);
|
||||
else if(ran > 0.4)
|
||||
sound(self, CHAN_BODY, "sounds/player/footstep3.wav", 0.6, 2.5);
|
||||
Sound_PlaySound(self, "sounds/player/footstep3.wav", SOUND_TYPE_PLAYER_FOOTSTEP, SOUND_PRIORITY_PLAYALWAYS);
|
||||
else if(ran > 0.2)
|
||||
sound(self, CHAN_BODY, "sounds/player/footstep4.wav", 0.6, 2.5);
|
||||
Sound_PlaySound(self, "sounds/player/footstep4.wav", SOUND_TYPE_PLAYER_FOOTSTEP, SOUND_PRIORITY_PLAYALWAYS);
|
||||
else
|
||||
sound(self, CHAN_BODY, "sounds/player/footstep5.wav", 0.6, 2.5);
|
||||
Sound_PlaySound(self, "sounds/player/footstep5.wav", SOUND_TYPE_PLAYER_FOOTSTEP, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.lastsound_time = time;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -106,9 +106,7 @@ void(string sound_path) Rounds_PlayTransition =
|
|||
if (music_override > time)
|
||||
return;
|
||||
|
||||
// Pick a random player because it needs a source.
|
||||
entity some_player = find(world, classname, "player");
|
||||
sound(some_player, CHAN_AUTO, sound_path, 1, ATTN_NONE);
|
||||
Sound_PlaySound(world, sound_path, SOUND_TYPE_MUSIC_ROUND, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
|
||||
void() updateDogRound =
|
||||
|
@ -185,7 +183,6 @@ void() NewRound =
|
|||
entity tempe;
|
||||
round_changetime = 0;
|
||||
spawn_time = time + 5;
|
||||
sounds_playing = 0;//just in case it ever somehow glitches
|
||||
if (delay_at_round > 0.08)
|
||||
{
|
||||
delay_at_round = delay_at_round*0.95;
|
||||
|
|
204
source/server/utilities/sound_helper.qc
Normal file
204
source/server/utilities/sound_helper.qc
Normal file
|
@ -0,0 +1,204 @@
|
|||
/*
|
||||
server/utilities/sound_helper.qc
|
||||
|
||||
Logic designed to assist in audio balancing and different types
|
||||
of audio channels.
|
||||
|
||||
Copyright (C) 2021-2024 NZ:P Team
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to:
|
||||
|
||||
Free Software Foundation, Inc.
|
||||
59 Temple Place - Suite 330
|
||||
Boston, MA 02111-1307, USA
|
||||
|
||||
*/
|
||||
|
||||
#define SOUND_PRIORITY_ALLOWSKIP 0
|
||||
#define SOUND_PRIORITY_PLAYALWAYS 1
|
||||
|
||||
#define SOUND_TYPE_ZOMBIE_QUIET 0
|
||||
#define SOUND_TYPE_ZOMBIE_LOUD 1
|
||||
#define SOUND_TYPE_ZOMBIE_CRAWLER 2
|
||||
#define SOUND_TYPE_MUSIC_ROUND 3
|
||||
#define SOUND_TYPE_WEAPON_FIRE 4
|
||||
#define SOUND_TYPE_WEAPON_OTHER 5
|
||||
#define SOUND_TYPE_WEAPON_PACK 6
|
||||
#define SOUND_TYPE_WEAPON_EXPLODE 7
|
||||
#define SOUND_TYPE_PLAYER_VOICE 8
|
||||
#define SOUND_TYPE_PLAYER_FOOTSTEP 9
|
||||
#define SOUND_TYPE_ENV_OBJECT 10
|
||||
#define SOUND_TYPE_ENV_CHING 11
|
||||
#define SOUND_TYPE_ENV_VOICE 12
|
||||
#define SOUND_TYPE_ENV_MUSIC 13
|
||||
#define SOUND_TYPE_ENV_IMPORTANT 14
|
||||
|
||||
#define SOUND_MAX_ZOMBIE_GROANS 4
|
||||
#define SOUND_MAX_WEAPON_EXPLODE 8
|
||||
#define SOUND_MAX_ENV_VOICE 1
|
||||
|
||||
// On FTE, we should always be using SOUNDFLAG_FOLLOW because we want
|
||||
// sounds like the longer zombie groans to not feel desynconized from
|
||||
// the actual action, other engines don't support this though, so wrap
|
||||
// it.
|
||||
#ifdef FTE
|
||||
|
||||
#define PLAYSOUND(ent, channel, path, volume, attenuation) sound(ent, channel, path, volume, attenuation, 0, SOUNDFLAG_FOLLOW)
|
||||
|
||||
#else
|
||||
|
||||
#define PLAYSOUND(ent, channel, path, volume, attenuation) sound(ent, channel, path, volume, attenuation)
|
||||
|
||||
#endif // FTE
|
||||
|
||||
float zombie_groan_times[SOUND_MAX_ZOMBIE_GROANS];
|
||||
float weapon_explode_times[SOUND_MAX_WEAPON_EXPLODE];
|
||||
float environment_voice_times[SOUND_MAX_ENV_VOICE];
|
||||
|
||||
float() Sound_GetEnvironmentVoice =
|
||||
{
|
||||
// Search for an available Explosion slot.
|
||||
for(float i = 0; i < SOUND_MAX_ENV_VOICE; i++) {
|
||||
if (environment_voice_times[i] < time) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
// None available.
|
||||
return -1;
|
||||
};
|
||||
|
||||
void(float priority, float index) Sound_SetEnvironmentVoice =
|
||||
{
|
||||
if (priority == SOUND_PRIORITY_PLAYALWAYS)
|
||||
return;
|
||||
|
||||
environment_voice_times[index] = time + 2;
|
||||
};
|
||||
|
||||
float() Sound_GetWeaponExplosion =
|
||||
{
|
||||
// Search for an available Explosion slot.
|
||||
for(float i = 0; i < SOUND_MAX_WEAPON_EXPLODE; i++) {
|
||||
if (weapon_explode_times[i] < time) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
// None available.
|
||||
return -1;
|
||||
};
|
||||
|
||||
void(float priority, float index) Sound_SetWeaponExplosion =
|
||||
{
|
||||
if (priority == SOUND_PRIORITY_PLAYALWAYS)
|
||||
return;
|
||||
|
||||
weapon_explode_times[index] = time + 1.2;
|
||||
};
|
||||
|
||||
float() Sound_GetZombieGroan =
|
||||
{
|
||||
// Search for an available Groan slot.
|
||||
for(float i = 0; i < SOUND_MAX_ZOMBIE_GROANS; i++) {
|
||||
if (zombie_groan_times[i] < time) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
// None available.
|
||||
return -1;
|
||||
};
|
||||
|
||||
void(float priority, float index) Sound_SetZombieGroan =
|
||||
{
|
||||
if (priority == SOUND_PRIORITY_PLAYALWAYS)
|
||||
return;
|
||||
|
||||
zombie_groan_times[index] = time + 4.5;
|
||||
};
|
||||
|
||||
void(entity source_ent, string path, float type, float priority) Sound_PlaySound =
|
||||
{
|
||||
switch(type) {
|
||||
case SOUND_TYPE_ZOMBIE_QUIET:
|
||||
float zombie_quiet_groan = Sound_GetZombieGroan();
|
||||
if (priority == SOUND_PRIORITY_PLAYALWAYS || zombie_quiet_groan != -1) {
|
||||
PLAYSOUND(source_ent, CHAN_VOICE, path, 0.60, 1);
|
||||
Sound_SetZombieGroan(priority, zombie_quiet_groan);
|
||||
}
|
||||
break;
|
||||
case SOUND_TYPE_ZOMBIE_LOUD:
|
||||
float zombie_loud_groan = Sound_GetZombieGroan();
|
||||
if (priority == SOUND_PRIORITY_PLAYALWAYS || zombie_loud_groan != -1) {
|
||||
PLAYSOUND(source_ent, CHAN_WEAPON, path, 0.70, 1);
|
||||
Sound_SetZombieGroan(priority, zombie_loud_groan);
|
||||
}
|
||||
break;
|
||||
case SOUND_TYPE_ZOMBIE_CRAWLER:
|
||||
float zombie_crawler_groan = Sound_GetZombieGroan();
|
||||
if (priority == SOUND_PRIORITY_PLAYALWAYS || zombie_crawler_groan != -1) {
|
||||
PLAYSOUND(source_ent, CHAN_ITEM, path, 0.60, 1);
|
||||
Sound_SetZombieGroan(priority, zombie_crawler_groan);
|
||||
}
|
||||
break;
|
||||
case SOUND_TYPE_MUSIC_ROUND:
|
||||
PLAYSOUND(source_ent, CHAN_ITEM, path, 0.85, 0);
|
||||
break;
|
||||
case SOUND_TYPE_WEAPON_FIRE:
|
||||
PLAYSOUND(source_ent, CHAN_AUTO, path, 0.80, 2);
|
||||
break;
|
||||
case SOUND_TYPE_WEAPON_OTHER:
|
||||
PLAYSOUND(source_ent, CHAN_ITEM, path, 0.60, 2);
|
||||
break;
|
||||
case SOUND_TYPE_WEAPON_PACK:
|
||||
PLAYSOUND(source_ent, CHAN_ITEM, path, 0.95, 2);
|
||||
break;
|
||||
case SOUND_TYPE_WEAPON_EXPLODE:
|
||||
float weapon_explosion_index = Sound_GetWeaponExplosion();
|
||||
if (priority == SOUND_PRIORITY_PLAYALWAYS || weapon_explosion_index != -1) {
|
||||
PLAYSOUND(source_ent, 0, path, 0.70, 1);
|
||||
Sound_SetWeaponExplosion(priority, weapon_explosion_index);
|
||||
}
|
||||
break;
|
||||
case SOUND_TYPE_PLAYER_VOICE:
|
||||
PLAYSOUND(source_ent, CHAN_VOICE, path, 0.90, 2);
|
||||
break;
|
||||
case SOUND_TYPE_PLAYER_FOOTSTEP:
|
||||
PLAYSOUND(source_ent, 0, path, 0.40, 3);
|
||||
break;
|
||||
case SOUND_TYPE_ENV_OBJECT:
|
||||
PLAYSOUND(source_ent, CHAN_ITEM, path, 0.50, 2);
|
||||
break;
|
||||
case SOUND_TYPE_ENV_CHING:
|
||||
PLAYSOUND(source_ent, CHAN_AUTO, path, 0.75, 3);
|
||||
break;
|
||||
case SOUND_TYPE_ENV_VOICE:
|
||||
float environment_voice_index = Sound_GetEnvironmentVoice();
|
||||
if (priority == SOUND_PRIORITY_PLAYALWAYS || environment_voice_index != -1) {
|
||||
PLAYSOUND(source_ent, CHAN_VOICE, path, 0.80, 0);
|
||||
Sound_SetEnvironmentVoice(priority, environment_voice_index);
|
||||
}
|
||||
break;
|
||||
case SOUND_TYPE_ENV_MUSIC:
|
||||
PLAYSOUND(source_ent, CHAN_WEAPON, path, 0.75, 3);
|
||||
break;
|
||||
case SOUND_TYPE_ENV_IMPORTANT:
|
||||
PLAYSOUND(source_ent, CHAN_ITEM, path, 1, 2);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
};
|
|
@ -142,7 +142,7 @@ void() Betty_CheckForRelease =
|
|||
self.grenade_delay = time + 0.05;
|
||||
self.isBuying = true;
|
||||
Set_W_Frame (13, 19, 0.3, 5, GRENADE, Betty_Drop, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT, true);
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/throw.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/grenade/throw.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
|
||||
self.throw_delay = time + 0.9;
|
||||
}
|
||||
|
|
|
@ -163,7 +163,7 @@ void () W_Frame_Update =
|
|||
|
||||
// FIXME: We need a way to play sounds at specific frames for any viewmodel, not just weapons
|
||||
if (self.weaponmodel == "models/weapons/grenade/v_betty.mdl" && self.weaponframe == 9) {
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/grenade/prime.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
nzp_rumble(self, 1000, 1200, 75);
|
||||
}
|
||||
return;
|
||||
|
|
|
@ -1149,8 +1149,7 @@ void(float side) W_Fire =
|
|||
Set_W_Frame (startframe, endframe, delay, 0, FIRE, WeaponCore_CheckForReload, modelname, FALSE, side, false);
|
||||
}
|
||||
|
||||
|
||||
sound (self, CHAN_WEAPON, soundname, 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, soundname, SOUND_TYPE_WEAPON_FIRE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
if (side == S_RIGHT) {
|
||||
self.weapons[0].weapon_magazine = self.weapons[0].weapon_magazine - 1;
|
||||
|
@ -1161,7 +1160,7 @@ void(float side) W_Fire =
|
|||
}
|
||||
|
||||
if (IsPapWeapon(self.weapon) && !WepDef_DoesNotPlayUpgradedSound(self.weapon)) {
|
||||
sound (self, 0, "sounds/weapons/papfire.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/papfire.wav", SOUND_TYPE_WEAPON_PACK, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
|
||||
SetUpdate(self, UT_HUD, 6, 0, 0);
|
||||
|
@ -1227,15 +1226,15 @@ void() WeaponCore_Melee =
|
|||
if (!trace_ent.takedamage && !(trace_ent.flags & FL_CLIENT)) {
|
||||
// Hit a solid surface, so play hard melee sound.
|
||||
if (trace_fraction < 1.0)
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/knife/knife_hit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
// Dead air, swing!
|
||||
else
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/knife/knife.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
} else {
|
||||
// AI has a more involved routine than other entities
|
||||
if (trace_ent.aistatus == "1") {
|
||||
// Play a flesh-y impact sound, spawn blood.
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/knife/knife_hitbod.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
|
||||
|
||||
// Calculate distance to use for the Lunge velocity
|
||||
|
@ -1255,10 +1254,10 @@ void() WeaponCore_Melee =
|
|||
|
||||
// Is this a player? Play the body hit sound and spawn blood, otherwise, solid swing.
|
||||
if (trace_ent.flags & FL_CLIENT) {
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/knife/knife_hitbod.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
|
||||
} else {
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/knife/knife_hit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1321,7 +1320,7 @@ void() switch_nade =
|
|||
|
||||
void() GrenadeExplode =
|
||||
{
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/grenade/explode.wav", SOUND_TYPE_WEAPON_EXPLODE, SOUND_PRIORITY_ALLOWSKIP);
|
||||
|
||||
if (self.classname == "grenade")
|
||||
DamgageExplode (self, self.owner, 200, 50, 200);
|
||||
|
@ -1445,7 +1444,7 @@ void() checkHold =
|
|||
|
||||
self.isBuying = true;
|
||||
Set_W_Frame (3, 6, 0, 5, GRENADE, W_ThrowGrenade, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT, true);
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/throw.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/grenade/throw.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
|
||||
self.throw_delay = time + 0.9;
|
||||
nzp_rumble(self, 1000, 1200, 75);
|
||||
|
@ -1479,7 +1478,7 @@ void() W_Grenade =
|
|||
|
||||
W_HideCrosshair(self);
|
||||
Set_W_Frame (0, 2, 0.6, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT, true);
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/grenade/prime.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
self.primary_grenades -= 1;
|
||||
self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6;
|
||||
self.grenade_delay = time + 5;
|
||||
|
@ -1568,7 +1567,7 @@ void() dolphin_dive = //naievil
|
|||
W_SprintStop();
|
||||
PAnim_EnterDive();
|
||||
|
||||
sound(self, CHAN_VOICE, "sounds/player/jump.wav", 1, 1);
|
||||
Sound_PlaySound(self, "sounds/player/jump.wav", SOUND_TYPE_PLAYER_VOICE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
|
||||
self.oldz = self.origin_z;
|
||||
Player_SetStance(self, PLAYER_STANCE_PRONE, false);
|
||||
|
@ -1747,7 +1746,7 @@ void() CheckPlayer =
|
|||
|
||||
if (self.dive) {
|
||||
if (self.perks & P_FLOP && dist >= 64) {
|
||||
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/grenade/explode.wav", SOUND_TYPE_WEAPON_EXPLODE, SOUND_PRIORITY_PLAYALWAYS);
|
||||
DamgageExplode (self, self, 5000, 1000, 300);
|
||||
|
||||
#ifdef FTE
|
||||
|
|
|
@ -3090,6 +3090,8 @@ float(float wep) EqualPapWeapon =
|
|||
}
|
||||
}
|
||||
|
||||
#ifndef CSQC
|
||||
|
||||
float(float wep, float anim_style, float dualwep, float curweaponframe) PlayWeaponSound =
|
||||
{
|
||||
if (anim_style == KNIFE) {
|
||||
|
@ -3107,24 +3109,24 @@ float(float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
|
|||
if (wep == W_KAR || wep == W_ARMAGEDDON || wep == W_KAR_SCOPE || wep == W_HEADCRACKER || wep == W_SPRING || wep == W_PULVERIZER)
|
||||
{
|
||||
if (curweaponframe == 6) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltup.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltup.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
else if (curweaponframe == 7) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltback.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 9) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltforward.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltforward.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 10) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltdown.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltdown.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (wep == W_TRENCH || wep == W_GUT)
|
||||
{
|
||||
if (curweaponframe == 7) {
|
||||
sound (self ,5, "sounds/weapons/shotgun/pump.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/shotgun/pump.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -3136,13 +3138,13 @@ float(float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
|
|||
switch (wep) {
|
||||
case W_COLT:
|
||||
if (curweaponframe == 5) {
|
||||
sound (self ,5, "sounds/weapons/colt/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/colt/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 12) {
|
||||
sound (self ,5, "sounds/weapons/colt/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/colt/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if(curweaponframe == 18) {
|
||||
sound (self ,5, "sounds/weapons/colt/slide.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/colt/slide.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -3151,92 +3153,92 @@ float(float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
|
|||
case W_SPRING:
|
||||
case W_PULVERIZER:
|
||||
if (curweaponframe == 15) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltup.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltup.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 16) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltback.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 20) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/clipin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/clipin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 25) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltforward.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltforward.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 26) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/clipoff.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/clipoff.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 27) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltdown.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltdown.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_THOMPSON:
|
||||
case W_GIBS:
|
||||
if (curweaponframe == 6) {
|
||||
sound (self ,5, "sounds/weapons/thomp/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/thomp/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 12) {
|
||||
sound (self ,5, "sounds/weapons/thomp/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/thomp/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 19) {
|
||||
sound (self ,5, "sounds/weapons/thomp/boltback.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/thomp/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_357:
|
||||
case W_KILLU:
|
||||
if (curweaponframe == 5) {
|
||||
sound (self ,5, "sounds/weapons/357/open.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/357/open.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 9) {
|
||||
sound (self ,5, "sounds/weapons/357/out.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/357/out.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 15) {
|
||||
sound (self ,5, "sounds/weapons/357/in.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/357/in.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 20) {
|
||||
sound (self ,5, "sounds/weapons/357/close.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/357/close.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_BAR:
|
||||
case W_WIDOW:
|
||||
if (curweaponframe == 6 || curweaponframe == 31) {
|
||||
sound (self ,5, "sounds/weapons/bar/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/bar/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 19 || curweaponframe == 29) {
|
||||
sound (self ,5, "sounds/weapons/bar/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/bar/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 23) {
|
||||
sound (self ,5, "sounds/weapons/bar/maghit.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/bar/maghit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_BROWNING:
|
||||
case W_ACCELERATOR:
|
||||
if (curweaponframe == 6 || curweaponframe == 60) {
|
||||
sound (self ,5, "sounds/weapons/browning/boltback.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/browning/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 16 || curweaponframe == 69) {
|
||||
sound (self ,5, "sounds/weapons/browning/topopen.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/browning/topopen.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 21) {
|
||||
sound (self ,5, "sounds/weapons/browning/chainoff.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/browning/chainoff.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 27) {
|
||||
sound (self ,5, "sounds/weapons/browning/chainon.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/browning/chainon.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 30) {
|
||||
sound (self ,5, "sounds/weapons/browning/chainplace.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/browning/chainplace.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 36) {
|
||||
sound (self ,5, "sounds/weapons/browning/topclose.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/browning/topclose.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 41) {
|
||||
sound (self ,5, "sounds/weapons/browning/tophit.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/browning/tophit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 48) {
|
||||
sound (self ,5, "sounds/weapons/browning/boltforward.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/browning/boltforward.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -3244,63 +3246,63 @@ float(float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
|
|||
case W_SAWNOFF:
|
||||
case W_BORE:
|
||||
if (curweaponframe == 6) {
|
||||
sound (self ,5, "sounds/weapons/shotgun/open.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/shotgun/open.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 12) {
|
||||
sound (self ,5, "sounds/weapons/shotgun/out.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/shotgun/out.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 20) {
|
||||
sound (self ,5, "sounds/weapons/shotgun/in.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/shotgun/in.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 26) {
|
||||
sound (self ,5, "sounds/weapons/shotgun/close.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/shotgun/close.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_SNUFF:
|
||||
if (curweaponframe == 15) {
|
||||
sound (self ,5, "sounds/weapons/shotgun/open.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/shotgun/open.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 23) {
|
||||
sound (self ,5, "sounds/weapons/shotgun/out.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/shotgun/out.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 33) {
|
||||
sound (self ,5, "sounds/weapons/shotgun/in.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/shotgun/in.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 40) {
|
||||
sound (self ,5, "sounds/weapons/shotgun/close.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/shotgun/close.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_FG:
|
||||
case W_IMPELLER:
|
||||
if (curweaponframe == 6) {
|
||||
sound (self ,5, "sounds/weapons/fg42/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/fg42/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 14) {
|
||||
sound (self ,5, "sounds/weapons/fg42/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/fg42/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 23) {
|
||||
sound (self ,5, "sounds/weapons/fg42/boltback.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/fg42/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 26) {
|
||||
sound (self ,5, "sounds/weapons/fg42/boltforward.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/fg42/boltforward.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_GEWEHR:
|
||||
case W_COMPRESSOR:
|
||||
if (curweaponframe == 21) {
|
||||
sound (self ,5, "sounds/weapons/gewehr/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/gewehr/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 32) {
|
||||
sound (self ,5, "sounds/weapons/gewehr/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/gewehr/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 36) {
|
||||
sound (self ,5, "sounds/weapons/gewehr/maghit.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/gewehr/maghit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 45) {
|
||||
sound (self ,5, "sounds/weapons/gewehr/boltrelease.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/gewehr/boltrelease.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -3309,231 +3311,231 @@ float(float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
|
|||
case W_SPRING:
|
||||
case W_PULVERIZER:
|
||||
if (curweaponframe == 15) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltup.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltup.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 16) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltback.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 20) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/insert.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/insert.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 25) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltforward.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltforward.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 27) {
|
||||
sound (self ,5, "sounds/weapons/boltaction/boltdown.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/boltaction/boltdown.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_M1:
|
||||
case W_M1000:
|
||||
if (curweaponframe == 5 || curweaponframe == 25) {
|
||||
sound (self ,5, "sounds/weapons/garand/clipout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/garand/clipout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 13) {
|
||||
sound (self ,5, "sounds/weapons/garand/clipin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/garand/clipin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 15) {
|
||||
sound (self ,5, "sounds/weapons/garand/boltrelease.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/garand/boltrelease.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 24) {
|
||||
sound (self ,5, "sounds/weapons/garand/clippush.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/garand/clippush.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_M1A1:
|
||||
case W_WIDDER:
|
||||
if (curweaponframe == 6) {
|
||||
sound (self ,5, "sounds/weapons/m1carbine/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/m1carbine/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 14) {
|
||||
sound (self ,5, "sounds/weapons/m1carbine/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/m1carbine/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if(curweaponframe == 16) {
|
||||
sound (self ,5, "sounds/weapons/m1carbine/maghit.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/m1carbine/maghit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 24) {
|
||||
sound (self ,5, "sounds/weapons/m1carbine/bolt.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/m1carbine/bolt.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_MP40:
|
||||
case W_AFTERBURNER:
|
||||
if (curweaponframe == 7) {
|
||||
sound (self ,5, "sounds/weapons/mp40/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/mp40/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 17) {
|
||||
sound (self ,5, "sounds/weapons/mp40/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/mp40/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 25) {
|
||||
sound (self ,5, "sounds/weapons/mp40/boltback.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/mp40/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_MP5K:
|
||||
case W_KOLLIDER:
|
||||
if (curweaponframe == 16) {
|
||||
sound (self ,5, "sounds/weapons/mp5k/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/mp5k/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 31) {
|
||||
sound (self ,5, "sounds/weapons/mp5k/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/mp5k/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 39) {
|
||||
sound (self ,5, "sounds/weapons/mp5k/slap.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/mp5k/slap.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_PANZER:
|
||||
case W_LONGINUS:
|
||||
if (curweaponframe == 12) {
|
||||
sound (self ,5, "sounds/weapons/panzer/move.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/panzer/move.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 16) {
|
||||
sound (self ,5, "sounds/weapons/panzer/insert.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/panzer/insert.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_MG:
|
||||
case W_BARRACUDA:
|
||||
if (curweaponframe == 8) {
|
||||
sound (self ,5, "sounds/weapons/mg42/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/mg42/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 19) {
|
||||
sound (self ,5, "sounds/weapons/mg42/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/mg42/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 29) {
|
||||
sound (self ,5, "sounds/weapons/mg42/charge.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/mg42/charge.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_PPSH:
|
||||
case W_REAPER:
|
||||
if (curweaponframe == 8) {
|
||||
sound (self ,5, "sounds/weapons/ppsh/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/ppsh/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 20) {
|
||||
sound (self ,5, "sounds/weapons/ppsh/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/ppsh/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 22) {
|
||||
sound (self ,5, "sounds/weapons/ppsh/maghit.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/ppsh/maghit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 30) {
|
||||
sound (self ,5, "sounds/weapons/ppsh/boltback.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/ppsh/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 33) {
|
||||
sound (self ,5, "sounds/weapons/ppsh/boltrelease.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/ppsh/boltrelease.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_PTRS:
|
||||
case W_PENETRATOR:
|
||||
if (curweaponframe == 7) {
|
||||
sound (self ,5, "sounds/weapons/ptrs/open.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/ptrs/open.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 13 || curweaponframe == 31) {
|
||||
sound (self ,5, "sounds/weapons/ptrs/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/ptrs/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 21) {
|
||||
sound (self ,5, "sounds/weapons/ptrs/maghit.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/ptrs/maghit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 23) {
|
||||
sound (self ,5, "sounds/weapons/ptrs/close.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/ptrs/close.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_RAY:
|
||||
case W_PORTER:
|
||||
if (curweaponframe == 10) {
|
||||
sound (self ,5, "sounds/weapons/raygun/open.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/raygun/open.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 19) {
|
||||
sound (self ,5, "sounds/weapons/raygun/out.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/raygun/out.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 33) {
|
||||
sound (self ,5, "sounds/weapons/raygun/in.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/raygun/in.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 41) {
|
||||
sound (self ,5, "sounds/weapons/raygun/close.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/raygun/close.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_STG:
|
||||
case W_SPATZ:
|
||||
if (curweaponframe == 15) {
|
||||
sound (self ,5, "sounds/weapons/stg/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/stg/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 28) {
|
||||
sound (self ,5, "sounds/weapons/stg/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/stg/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 37) {
|
||||
sound (self ,5, "sounds/weapons/stg/boltback.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/stg/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 41) {
|
||||
sound (self ,5, "sounds/weapons/stg/boltrelease.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/stg/boltrelease.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_TRENCH:
|
||||
case W_GUT:
|
||||
if (curweaponframe == 19) {
|
||||
sound (self ,5, "sounds/weapons/shotgun/insert.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/shotgun/insert.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_TYPE:
|
||||
case W_SAMURAI:
|
||||
if (curweaponframe == 6) {
|
||||
sound (self ,5, "sounds/weapons/type100/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/type100/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 15) {
|
||||
sound (self ,5, "sounds/weapons/type100/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/type100/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 20) {
|
||||
sound (self ,5, "sounds/weapons/type100/boltpull.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/type100/boltpull.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_BIATCH:
|
||||
if (curweaponframe == 23) {
|
||||
sound (self ,5, "sounds/weapons/colt/magout.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/colt/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe ==30) {
|
||||
sound (self ,5, "sounds/weapons/colt/magin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/colt/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if(curweaponframe == 36) {
|
||||
sound (self ,5, "sounds/weapons/biatch/slideback.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/biatch/slideback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if(curweaponframe == 42) {
|
||||
sound (self ,5, "sounds/weapons/biatch/sliderelease.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/biatch/sliderelease.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_TESLA:
|
||||
case W_DG3:
|
||||
if (curweaponframe == 20) {
|
||||
sound (self ,5, "sounds/weapons/tesla/switchoff.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/tesla/switchoff.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 25) {
|
||||
sound (self ,5, "sounds/weapons/tesla/pulllever.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/tesla/pulllever.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 31) {
|
||||
sound (self ,5, "sounds/weapons/tesla/glassbreak.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/tesla/glassbreak.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 38) {
|
||||
sound (self ,5, "sounds/weapons/tesla/clipin.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/tesla/clipin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 43) {
|
||||
sound (self ,5, "sounds/weapons/tesla/clipoff.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/tesla/clipoff.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
} else if (curweaponframe == 51) {
|
||||
sound (self ,5, "sounds/weapons/tesla/switchon.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/tesla/switchon.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
case W_BK:
|
||||
case W_KRAUS:
|
||||
if (curweaponframe == 41) {
|
||||
sound(self, 5, "sounds/weapons/ballknife/insert.wav", 1, ATTN_NORM);
|
||||
Sound_PlaySound(self, "sounds/weapons/ballknife/insert.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -3544,6 +3546,7 @@ float(float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
|
|||
return false;
|
||||
}
|
||||
|
||||
#endif // CSQC
|
||||
|
||||
void(float weptype) precache_extra =
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue