mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
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0ff237871e
SUB_Null.
453 lines
10 KiB
C++
453 lines
10 KiB
C++
#include "defs.qh"
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/*=======================================================//
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// mtfents.QC - CustomTF 3.2.OfN - 30/1/2001 - //
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// by Sergio FumaƱa Grunwaldt - OfteN aka superCOCK2000 //
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=========================================================//
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I'll add mega-tf map entities support here
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sure there are differences.
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=========================================================*/
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void() ambient_sound =
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{
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/*if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}*/
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if (self.noise)
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound(self.noise);
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precache_sound2(self.noise);
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ambientsound (self.origin, self.noise, self.volume, ATTN_NORM);
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}
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else
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dremove(self);
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};
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void() ers_think =
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{
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local float nextsound;
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nextsound = self.option + random()*(self.option2 - self.option);
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self.nextthink = time + nextsound;
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if (self.noise=="weaponfire")
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{
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local float fsound;
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local string thesound;
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fsound = random();
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if (fsound < 0.20)
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thesound="effects/explode1.wav";
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else if (fsound < 0.40)
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thesound="effects/explode2.wav";
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else if (fsound < 0.60)
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thesound="effects/minigun.wav";
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else if (fsound < 0.80)
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thesound="effects/m60.wav";
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else
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thesound="effects/rocket.wav";
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sound(self, CHAN_MISC, thesound, self.volume, ATTN_NORM);
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}
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else
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sound(self, CHAN_MISC, self.noise, self.volume, ATTN_NORM);
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};
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void() effect_random_sound =
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{
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/*if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}*/
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if (self.noise)
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound(self.noise);
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//precache_sound2(self.noise);
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if (self.option==0)
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self.option=5;
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if (self.option2==0)
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self.option2=10;
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if (self.option > self.option2)
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self.option = self.option2;
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local float nextsound;
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nextsound = self.option + random()*(self.option2 - self.option);
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self.think = ers_think;
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self.nextthink = time + nextsound;
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//sound(self, CHAN_MISC, self.noise, self.volume, ATTN_NORM);
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}
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else
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dremove(self);
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};
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void() ambient_jungle =
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{
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/*if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}*/
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/jungle.wav");
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ambientsound (self.origin, "ambience/jungle.wav", self.volume, ATTN_NORM);
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};
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void() ambient_diesel =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/diesel.wav");
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ambientsound (self.origin, "ambience/diesel.wav", self.volume, ATTN_NORM);
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};
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void() ambient_chopper =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/chopper.wav");
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ambientsound (self.origin, "ambience/chopper.wav", self.volume, ATTN_NORM);
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};
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void() ambient_eerie =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/eerie.wav");
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ambientsound (self.origin, "ambience/eerie.wav", self.volume, ATTN_NORM);
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};
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void() ambient_ocean =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/ocean.wav");
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ambientsound (self.origin, "ambience/ocean.wav", self.volume, ATTN_NORM);
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};
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void() ambient_peakwind =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/peakwind.wav");
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ambientsound (self.origin, "ambience/peakwind.wav", self.volume, ATTN_NORM);
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};
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void() ambient_lavapit =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/lavapit.wav");
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ambientsound (self.origin, "ambience/lavapit.wav", self.volume, ATTN_NORM);
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};
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void() ambient_unholy =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/unholy.wav");
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ambientsound (self.origin, "ambience/unholy.wav", self.volume, ATTN_NONE);
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};
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void() ambient_flagflap =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/flagflap.wav");
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/*local float attn_value;
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if (self.option == 0)
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attn_value = ATTN_STATIC; // default is ATTN_STATIC
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else attn_value = ATTN_NORM; // used in ditch2*/
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ambientsound (self.origin, "ambience/flagflap.wav", self.volume, ATTN_NORM); //
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};
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void() ambient_high_wind =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/2windy.wav");
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ambientsound (self.origin, "ambience/2windy.wav", self.volume, ATTN_NORM);
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};
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void() ambient_meadow =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/meadow.wav");
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ambientsound (self.origin, "ambience/meadow.wav", self.volume, ATTN_NORM);
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};
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void() ambient_brook =
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{
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if (self.volume == 0)
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self.volume = 1;
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local float attn_value;
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if (self.option == 0)
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attn_value = ATTN_NORM; // default is ATTN_NORM
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else attn_value = ATTN_IDLE; // used in ditch2
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precache_sound ("ambience/brook.wav");
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ambientsound (self.origin, "ambience/brook.wav", self.volume, attn_value);
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};
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void() ambient_ice_moving =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/icemove.wav");
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ambientsound (self.origin, "ambience/icemove.wav", self.volume, ATTN_NORM);
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};
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void() ambient_nightpond =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/nitepond.wav");
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ambientsound (self.origin, "ambience/nitepond.wav", self.volume, ATTN_NORM);
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};
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void() ambient_alert =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/redalert.wav");
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ambientsound (self.origin, "ambience/redalert.wav", self.volume, ATTN_NONE);
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};
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void() ambient_chant =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/chant.wav");
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ambientsound (self.origin, "ambience/chant.wav", self.volume, ATTN_NORM);
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};
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void() ambient_onboard =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/onboard.wav");
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ambientsound (self.origin, "ambience/onboard.wav", self.volume, ATTN_NONE);
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};
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void() ambient_rocket_engine =
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{
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if (self.volume == 0)
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self.volume = 1;
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precache_sound ("ambience/onboard.wav");
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ambientsound (self.origin, "ambience/onboard.wav", self.volume, ATTN_NORM);
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};
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void() ambient_weaponfire =
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{
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precache_sound("effects/explode1.wav");
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precache_sound("effects/explode2.wav");
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precache_sound("effects/minigun.wav");
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precache_sound("effects/m60.wav");
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precache_sound("effects/rocket.wav");
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//precache_sound2(self.noise);
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if (self.volume == 0)
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self.volume = 1;
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if (self.option==0)
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self.option=5;
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if (self.option2==0)
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self.option2=10;
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if (self.option > self.option2)
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self.option = self.option2;
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self.noise="weaponfire";
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local float nextsound;
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nextsound = self.option + random()*(self.option2 - self.option);
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self.think = ers_think;
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self.nextthink = time + nextsound;
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};
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// TODO:
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/*void() rf_splash =
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{
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};*/
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void() rf_touch =
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{
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if (other.classname!="player" || self.pain_finished > time) return;
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if (other.cutf_items & CUTF_STEALTH) return; // if we got stealth doesnt make the sound
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self.pain_finished = time + 6 + 6*random();
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self.solid = SOLID_TRIGGER;
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if (other.velocity == '0 0 0')
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return;
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sound (self, CHAN_MISC, "effects/rockfall.wav", 0.5, ATTN_NORM);
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};
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void() effect_rockfall =
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{
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precache_sound("effects/rockfall.wav");
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setsize (self, '-20 -20 -20', '20 20 20');
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self.touch = rf_touch;
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self.solid = SOLID_TRIGGER;
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setorigin (self, self.origin);
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};
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void() ab_exp1 =[ 0, ab_exp2 ]
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{
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local string thesound;
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if (random() < 0.65)
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thesound="effects/explode1.wav";
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else thesound="effects/explode2.wav";
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sound(self, CHAN_MISC, thesound, self.owner.volume, ATTN_NONE);
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};
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void() ab_exp2 =[ 1, ab_exp3 ] {};
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void() ab_exp3 =[ 2, ab_exp4 ] {};
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void() ab_exp4 =[ 3, ab_exp5 ] {};
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void() ab_exp5 =[ 4, ab_exp6 ] {};
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void() ab_exp6 =[ 5, SUB_Remove ] {};
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void() ab_think =
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{
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local float nextburst;
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//local string thesound;
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nextburst = self.option + random()*(self.option2 - self.option);
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self.nextthink = time + nextburst;
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// Generate the explosion entity: //
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newmis=spawn();
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setmodel (newmis, "progs/s_explod.spr");
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newmis.origin_z = self.origin_z;
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newmis.origin_x = self.origin_x - 300 + random()*600;
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newmis.origin_y = self.origin_y - 300 + random()*600;
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setorigin(newmis,newmis.origin);
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newmis.solid = SOLID_NOT; // NEEDED?
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newmis.nextthink = time;
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newmis.think = ab_exp1;
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newmis.owner = self;
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newmis.touch = NIL;
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newmis.movetype = MOVETYPE_FLY;
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newmis.velocity = '0 0 300';
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newmis.effects = EF_BRIGHTLIGHT;
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};
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void() effect_airburst =
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{
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precache_model ("progs/s_explod.spr");
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precache_sound("effects/explode1.wav");
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precache_sound("effects/explode2.wav");
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if (self.option==0)
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self.option=5;
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if (self.option2==0)
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self.option2=10;
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if (self.option > self.option2)
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self.option = self.option2;
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self.noise="weaponfire";
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if (self.volume == 0)
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self.volume = 1;
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local float nextburst;
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nextburst = self.option + random()*(self.option2 - self.option);
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self.think = ab_think;
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self.nextthink = time + nextburst;
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};
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//- THIS IS FROM HYPNOTIC -//
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void() bobbingwater_think =
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{
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local vector ang;
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self.count = self.count + self.speed * ( time - self.ltime );
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if ( self.count > 360 )
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{
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self.count = self.count - 360;
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}
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ang_x = self.count;
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ang_y = 0;
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ang_z = 0;
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makevectors( ang );
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self.origin_z = v_forward_z * self.cnt;
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setorigin( self, self.origin );
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self.ltime = time;
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self.nextthink = time + 0.02;
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};
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void() func_bobbingwater =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_STEP;
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self.solid = SOLID_NOT;
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setmodel (self,self.model);
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self.think = bobbingwater_think;
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self.count = 0;
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self.cnt = self.size_z / 2;
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if ( !self.speed )
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{
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self.speed = 4;
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}
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self.speed = 360 / self.speed;
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self.nextthink = time + 0.02;
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self.ltime = time;
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};
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