#include "defs.qh" /*=======================================================// // mtfents.QC - CustomTF 3.2.OfN - 30/1/2001 - // // by Sergio Fumaņa Grunwaldt - OfteN aka superCOCK2000 // =========================================================// I'll add mega-tf map entities support here sure there are differences. =========================================================*/ void() ambient_sound = { /*if (CheckExistence() == FALSE) { dremove(self); return; }*/ if (self.noise) { if (self.volume == 0) self.volume = 1; precache_sound(self.noise); precache_sound2(self.noise); ambientsound (self.origin, self.noise, self.volume, ATTN_NORM); } else dremove(self); }; void() ers_think = { local float nextsound; nextsound = self.option + random()*(self.option2 - self.option); self.nextthink = time + nextsound; if (self.noise=="weaponfire") { local float fsound; local string thesound; fsound = random(); if (fsound < 0.20) thesound="effects/explode1.wav"; else if (fsound < 0.40) thesound="effects/explode2.wav"; else if (fsound < 0.60) thesound="effects/minigun.wav"; else if (fsound < 0.80) thesound="effects/m60.wav"; else thesound="effects/rocket.wav"; sound(self, CHAN_MISC, thesound, self.volume, ATTN_NORM); } else sound(self, CHAN_MISC, self.noise, self.volume, ATTN_NORM); }; void() effect_random_sound = { /*if (CheckExistence() == FALSE) { dremove(self); return; }*/ if (self.noise) { if (self.volume == 0) self.volume = 1; precache_sound(self.noise); //precache_sound2(self.noise); if (self.option==0) self.option=5; if (self.option2==0) self.option2=10; if (self.option > self.option2) self.option = self.option2; local float nextsound; nextsound = self.option + random()*(self.option2 - self.option); self.think = ers_think; self.nextthink = time + nextsound; //sound(self, CHAN_MISC, self.noise, self.volume, ATTN_NORM); } else dremove(self); }; void() ambient_jungle = { /*if (CheckExistence() == FALSE) { dremove(self); return; }*/ if (self.volume == 0) self.volume = 1; precache_sound ("ambience/jungle.wav"); ambientsound (self.origin, "ambience/jungle.wav", self.volume, ATTN_NORM); }; void() ambient_diesel = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/diesel.wav"); ambientsound (self.origin, "ambience/diesel.wav", self.volume, ATTN_NORM); }; void() ambient_chopper = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/chopper.wav"); ambientsound (self.origin, "ambience/chopper.wav", self.volume, ATTN_NORM); }; void() ambient_eerie = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/eerie.wav"); ambientsound (self.origin, "ambience/eerie.wav", self.volume, ATTN_NORM); }; void() ambient_ocean = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/ocean.wav"); ambientsound (self.origin, "ambience/ocean.wav", self.volume, ATTN_NORM); }; void() ambient_peakwind = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/peakwind.wav"); ambientsound (self.origin, "ambience/peakwind.wav", self.volume, ATTN_NORM); }; void() ambient_lavapit = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/lavapit.wav"); ambientsound (self.origin, "ambience/lavapit.wav", self.volume, ATTN_NORM); }; void() ambient_unholy = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/unholy.wav"); ambientsound (self.origin, "ambience/unholy.wav", self.volume, ATTN_NONE); }; void() ambient_flagflap = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/flagflap.wav"); /*local float attn_value; if (self.option == 0) attn_value = ATTN_STATIC; // default is ATTN_STATIC else attn_value = ATTN_NORM; // used in ditch2*/ ambientsound (self.origin, "ambience/flagflap.wav", self.volume, ATTN_NORM); // }; void() ambient_high_wind = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/2windy.wav"); ambientsound (self.origin, "ambience/2windy.wav", self.volume, ATTN_NORM); }; void() ambient_meadow = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/meadow.wav"); ambientsound (self.origin, "ambience/meadow.wav", self.volume, ATTN_NORM); }; void() ambient_brook = { if (self.volume == 0) self.volume = 1; local float attn_value; if (self.option == 0) attn_value = ATTN_NORM; // default is ATTN_NORM else attn_value = ATTN_IDLE; // used in ditch2 precache_sound ("ambience/brook.wav"); ambientsound (self.origin, "ambience/brook.wav", self.volume, attn_value); }; void() ambient_ice_moving = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/icemove.wav"); ambientsound (self.origin, "ambience/icemove.wav", self.volume, ATTN_NORM); }; void() ambient_nightpond = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/nitepond.wav"); ambientsound (self.origin, "ambience/nitepond.wav", self.volume, ATTN_NORM); }; void() ambient_alert = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/redalert.wav"); ambientsound (self.origin, "ambience/redalert.wav", self.volume, ATTN_NONE); }; void() ambient_chant = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/chant.wav"); ambientsound (self.origin, "ambience/chant.wav", self.volume, ATTN_NORM); }; void() ambient_onboard = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/onboard.wav"); ambientsound (self.origin, "ambience/onboard.wav", self.volume, ATTN_NONE); }; void() ambient_rocket_engine = { if (self.volume == 0) self.volume = 1; precache_sound ("ambience/onboard.wav"); ambientsound (self.origin, "ambience/onboard.wav", self.volume, ATTN_NORM); }; void() ambient_weaponfire = { precache_sound("effects/explode1.wav"); precache_sound("effects/explode2.wav"); precache_sound("effects/minigun.wav"); precache_sound("effects/m60.wav"); precache_sound("effects/rocket.wav"); //precache_sound2(self.noise); if (self.volume == 0) self.volume = 1; if (self.option==0) self.option=5; if (self.option2==0) self.option2=10; if (self.option > self.option2) self.option = self.option2; self.noise="weaponfire"; local float nextsound; nextsound = self.option + random()*(self.option2 - self.option); self.think = ers_think; self.nextthink = time + nextsound; }; // TODO: /*void() rf_splash = { };*/ void() rf_touch = { if (other.classname!="player" || self.pain_finished > time) return; if (other.cutf_items & CUTF_STEALTH) return; // if we got stealth doesnt make the sound self.pain_finished = time + 6 + 6*random(); self.solid = SOLID_TRIGGER; if (other.velocity == '0 0 0') return; sound (self, CHAN_MISC, "effects/rockfall.wav", 0.5, ATTN_NORM); }; void() effect_rockfall = { precache_sound("effects/rockfall.wav"); setsize (self, '-20 -20 -20', '20 20 20'); self.touch = rf_touch; self.solid = SOLID_TRIGGER; setorigin (self, self.origin); }; void() ab_exp1 =[ 0, ab_exp2 ] { local string thesound; if (random() < 0.65) thesound="effects/explode1.wav"; else thesound="effects/explode2.wav"; sound(self, CHAN_MISC, thesound, self.owner.volume, ATTN_NONE); }; void() ab_exp2 =[ 1, ab_exp3 ] {}; void() ab_exp3 =[ 2, ab_exp4 ] {}; void() ab_exp4 =[ 3, ab_exp5 ] {}; void() ab_exp5 =[ 4, ab_exp6 ] {}; void() ab_exp6 =[ 5, SUB_Remove ] {}; void() ab_think = { local float nextburst; //local string thesound; nextburst = self.option + random()*(self.option2 - self.option); self.nextthink = time + nextburst; // Generate the explosion entity: // newmis=spawn(); setmodel (newmis, "progs/s_explod.spr"); newmis.origin_z = self.origin_z; newmis.origin_x = self.origin_x - 300 + random()*600; newmis.origin_y = self.origin_y - 300 + random()*600; setorigin(newmis,newmis.origin); newmis.solid = SOLID_NOT; // NEEDED? newmis.nextthink = time; newmis.think = ab_exp1; newmis.owner = self; newmis.touch = NIL; newmis.movetype = MOVETYPE_FLY; newmis.velocity = '0 0 300'; newmis.effects = EF_BRIGHTLIGHT; }; void() effect_airburst = { precache_model ("progs/s_explod.spr"); precache_sound("effects/explode1.wav"); precache_sound("effects/explode2.wav"); if (self.option==0) self.option=5; if (self.option2==0) self.option2=10; if (self.option > self.option2) self.option = self.option2; self.noise="weaponfire"; if (self.volume == 0) self.volume = 1; local float nextburst; nextburst = self.option + random()*(self.option2 - self.option); self.think = ab_think; self.nextthink = time + nextburst; }; //- THIS IS FROM HYPNOTIC -// void() bobbingwater_think = { local vector ang; self.count = self.count + self.speed * ( time - self.ltime ); if ( self.count > 360 ) { self.count = self.count - 360; } ang_x = self.count; ang_y = 0; ang_z = 0; makevectors( ang ); self.origin_z = v_forward_z * self.cnt; setorigin( self, self.origin ); self.ltime = time; self.nextthink = time + 0.02; }; void() func_bobbingwater = { self.angles = '0 0 0'; self.movetype = MOVETYPE_STEP; self.solid = SOLID_NOT; setmodel (self,self.model); self.think = bobbingwater_think; self.count = 0; self.cnt = self.size_z / 2; if ( !self.speed ) { self.speed = 4; } self.speed = 360 / self.speed; self.nextthink = time + 0.02; self.ltime = time; };