#include "q_shared.h" #include "..\qcommon\palette.h" #include "q_sh_fx.h" // wheee! look at me! I'm _sharing_ !!!!! cl_ghoul_data_t cl_fxg [NUM_CLGHL] = { "Objects/Generic/chunks_brick", "brick", "Brick", 3,// CLGHL_CHUNKBRICK "Objects/Generic/chunks_glass", "glass_sm", "glass", 3,// CLGHL_CHUNKGLASSSM "Objects/Generic/chunks_glass", "glass_med", "glass", 3,// CLGHL_CHUNKGLASSMED "Objects/Generic/chunks_glass", "glass_lrg", "glass", 3,// CLGHL_CHUNKGLASSLRG "Objects/Generic/chunks_metal", "metal_sm", "metal", 4,// CLGHL_CHUNKMETALSM "Objects/Generic/chunks_metal", "metal_med", "metal", 4,// CLGHL_CHUNKMETALMED "Objects/Generic/chunks_metal", "metal_lg", "metal", 4,// CLGHL_CHUNKMETALLRG "Objects/Generic/chunks_rock", "rock_sm", "rock", 4,// CLGHL_CHUNKROCKSM "Objects/Generic/chunks_rock", "rock_med", "rock", 4,// CLGHL_CHUNKROCKMED "Objects/Generic/chunks_rock", "rock_lg", "rock", 4,// CLGHL_CHUNKROCKLRG "Objects/Generic/chunks_rock", "rock_tiny", "rock", 4,// CLGHL_CHUNKROCKTINY "Objects/Generic/chunks_wall", "wall_sm", "wall", 4,// CLGHL_CHUNKWALLSM "Objects/Generic/chunks_wall", "wall_med", "wall", 4,// CLGHL_CHUNKWALLMED "Objects/Generic/chunks_wall", "wall_lrg", "wall", 4,// CLGHL_CHUNKWALLLRG "Objects/Generic/chunks_wall", "wall_tiny", "wall", 4,// CLGHL_CHUNKWALLTINY "Objects/Generic/chunks_wood", "wood_sm", "wood", 3,// CLGHL_CHUNKWOODSM "Objects/Generic/chunks_wood", "wood_med", "wood", 3,// CLGHL_CHUNKWOODMED "Objects/Generic/chunks_wood", "wood_large", "wood", 3,// CLGHL_CHUNKWOODLRG "Items/Projectiles", "shell", NULL, 0,// CLGHL_SHELL "Effects/explosion", "explode80", "explode", 0,// CLGHL_EXPLODEBIG "Effects/explosion", "explode20", "explode", 0,// CLGHL_EXPLODESML "Objects/Generic/soda_can", "can", NULL, 0,// CLGHL_CAN "Objects/Generic/paper_blowing","paper", NULL, 1,// CLGHL_PAPER "Effects/explosion", "mushroom", "mushroom", 0,// CLGHL_MUSHROOM "this is the end of the list, so dont move it", "yeah", NULL, 0 }; cl_effect_data_t cl_fxs [NUM_CLSFX] = { "Ambient/Gen/Electric/spark1.wav", "Ambient/Gen/Electric/spark2.wav", "player/foot/metal/metal1.wav", "player/foot/metal/metal2.wav", "player/foot/metal/metal3.wav", "player/foot/metal/metal4.wav", "player/foot/snow/snow1.wav", "player/foot/snow/snow2.wav", "player/foot/snow/snow3.wav", "player/foot/snow/snow4.wav", "player/foot/water/water1.wav", "player/foot/water/water2.wav", "player/foot/water/water3.wav", "player/foot/water/water4.wav", "player/foot/grass/grass1.wav", "player/foot/grass/grass2.wav", "player/foot/grass/grass3.wav", "player/foot/grass/grass4.wav", "player/foot/gravel/gravel1.wav", "player/foot/gravel/gravel2.wav", "player/foot/gravel/gravel3.wav", "player/foot/gravel/gravel4.wav", "player/foot/sand/sand1.wav", "player/foot/sand/sand2.wav", "player/foot/sand/sand3.wav", "player/foot/sand/sand4.wav", "player/foot/wood/wood1.wav", "player/foot/wood/wood2.wav", "player/foot/wood/wood3.wav", "player/foot/wood/wood4.wav", "player/foot/stone/stone1.wav", "player/foot/stone/stone2.wav", "player/foot/stone/stone3.wav", "player/foot/stone/stone4.wav", // "misc/Gore/splat1.wav", // "misc/Gore/splat2.wav", // "misc/Gore/splat3.wav", "Weapons/FX/Rics/ric1.wav", "Weapons/FX/Rics/ric2.wav", "Weapons/FX/Rics/ric3.wav", "Impact/Surfs/stone.wav", "Impact/Surfs/water.wav", "Impact/Surfs/wood.wav", "Impact/Surfs/grass.wav", "Impact/Surfs/gravel.wav", "Impact/Surfs/sand.wav", "Impact/Surfs/snow.wav", "shouldn't be loaded now", // kef - CLSFX_METALIMPACT should never be loaded now, but it still needs a slot here "Impact/Gore/impact1.wav", "Impact/Gore/impact2.wav", "Impact/Gore/impact3.wav", "Weapons/FX/FlyBy/FlyBy1.wav", "Weapons/FX/FlyBy/FlyBy2.wav", "Weapons/FX/FlyBy/FlyBy3.wav", "Weapons/FX/FlyBy/FlyBy4.wav", "Weapons/Glock/fire.wav",// this should be the first shot sound "ambient/Nature/weather/thnder1.wav",// this should be the first shot sound "weapons/FlshGren/FlshExp.wav", "Weapons/Autoshot/fire.wav", "Enemy/MGun/trnslow.wav", "Enemy/MGun/trnstop.wav", "weapons/C4/C4Exp.wav", "Impact/Chair/Squeak1.wav", "Impact/Chair/Squeak2.wav", "Impact/Chair/Squeak3.wav", "Ambient/Locs/Subway/Train/Brake.wav", "Ambient/Locs/Subway/Train/Horn2.wav", "Ambient/Locs/Subway/Train/Impact.wav", "Ambient/Locs/Subway/Train/Move.wav", "Weapons/Knife/Swing1.wav", "Weapons/Knife/Swing2.wav", "Weapons/Knife/Swing3.wav", "Weapons/Knife/Impact.wav", "Weapons/Knife/Throw.wav", "Player/Land/Grass.wav", "Player/Land/Gravel.wav", "Player/Land/Metal.wav", "Player/Land/Sand.wav", "Player/Land/Snow.wav", "Player/Land/Stone.wav", "Player/Land/Water.wav", "Player/Land/Wood.wav", // "Weapons/DesertEagle/Fire.wav", // "Weapons/Ingram/Fire.wav", // "Weapons/Jack/Fire.wav", // "Weapons/flamethrower/Fireball.wav", // "Weapons/jack/Fire2.wav", // "Weapons/Sniper/Fire.wav", // "weapons/spas12/fire.wav", // "weapons/Spas12/Fire2.wav", // "weapons/Minimi/Fire2.wav", "impact/surfs/metal1.wav", "impact/surfs/metal2.wav", "impact/surfs/metal3.wav", // "weapons/Minimi/Fire.wav", // "weapons/Mgun/explode.wav", "Impact/GlassBreak/GBBig.wav", "Impact/GlassBreak/GBMed.wav", "Impact/GlassBreak/GBSmall.wav", "Impact/Break/Metal.wav", "Impact/Break/Stone.wav", "Impact/Break/Wood.wav", "Ambient/Gen/Electric/buzz.wav", "Impact/Explosion/Big.wav", "Impact/Explosion/Med.wav", "Impact/Explosion/Small.wav", "Ambient/Models/Phone/Hit.wav", "Ambient/Models/TrashCan/LidSpin.wav", "weapons/FX/Tink/Metal1.wav", "weapons/FX/Tink/Metal2.wav", "weapons/FX/Tink/Metal3.wav", "weapons/FX/Tink/Gen1.wav", "weapons/FX/Tink/Gen2.wav", "Impact/Gore/Fall1.wav", "Impact/Gore/Fall2.wav", "Impact/Gore/Fall3.wav", "weapons/FX/Crack/Crack1.wav", "weapons/FX/Crack/Crack2.wav", "weapons/FX/Crack/Crack3.wav", "enemy/Helicopter/Fire1.wav", "enemy/Helicopter/Fire2.wav", "enemy/Helicopter/Fire3.wav", "weapons/FX/Tink/shot1.wav", "weapons/FX/Tink/shot2.wav", "weapons/FX/Tink/shot3.wav", "weapons/FX/Tink/hvy1.wav", "weapons/FX/Tink/hvy2.wav", "weapons/FX/Tink/hvy3.wav", "this is the end of the list, so dont move it", };