sof-sdk/Source/Game/gamecpp/q_sh_fx.cpp
2000-06-15 00:00:00 +00:00

169 lines
6.3 KiB
C++

#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",
};