Impact sounds

This commit is contained in:
Andrei Drexler 2002-05-12 22:14:13 +00:00
parent 644ceaef07
commit 2289fde71d
4 changed files with 94 additions and 58 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.56 2002/05/12 22:13:43 makro
// Impact sounds
//
// Revision 1.55 2002/05/11 19:13:42 makro
// Sand surfaceparm
//
@ -2196,6 +2199,27 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_GLASS);
break;
//Makro - added
case EV_BULLET_HIT_WOOD:
DEBUGNAME("EV_BULLET_HIT_WOOD");
ByteToDir( es->eventParm, dir );
CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_WOOD);
break;
//Makro - added
case EV_BULLET_HIT_BRICK:
DEBUGNAME("EV_BULLET_HIT_BRICK");
ByteToDir( es->eventParm, dir );
CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_BRICK);
break;
//Makro - added
case EV_BULLET_HIT_CERAMIC:
DEBUGNAME("EV_BULLET_HIT_CERAMIC");
ByteToDir( es->eventParm, dir );
CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_CERAMIC);
break;
case EV_BULLET_HIT_KEVLAR:
DEBUGNAME("EV_BULLET_HIT_KEVLAR");

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.38 2002/05/12 22:14:13 makro
// Impact sounds
//
// Revision 1.37 2002/05/11 19:18:20 makro
// Sand surfaceparm
//
@ -1402,6 +1405,9 @@ char *eventnames[] = {
"EV_BULLET_HIT_METAL", // Elder: sparks
"EV_BULLET_HIT_KEVLAR", // Elder: sparks
"EV_BULLET_HIT_GLASS", // Elder: glass mark
"EV_BULLET_HIT_WOOD", // Makro: new sound
"EV_BULLET_HIT_BRICK", // Makro: new sound
"EV_BULLET_HIT_CERAMIC", // Makro: new sound
"EV_SSG3000_HIT_FLESH", // Elder: SSG3000 blood spray
"EV_JUMPKICK", // Elder: sound + jumpkick message
"EV_EJECTBLOOD", // Elder: when bleeding, every 2s release blood

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.56 2002/05/12 22:14:13 makro
// Impact sounds
//
// Revision 1.55 2002/05/12 14:40:28 makro
// Wood, brick & ceramic impact sounds
//
@ -615,6 +618,21 @@ void Bullet_Fire (gentity_t *ent, float spread, int damage, int MOD ) {
//} else if ( traceEnt->s.eType == ET_PRESSURE ) {
// // Pressure entities
// G_CreatePressure(tr.endpos, tr.plane.normal, traceEnt);
//Makro - new sounds
} else if ( IsWoodMat(Material) ) {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WOOD );
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.otherEntityNum = ent->s.number;
//Makro - new sounds
} else if ( Material == MAT_BRICK ) {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_BRICK );
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.otherEntityNum = ent->s.number;
//Makro - new sounds
} else if ( Material == MAT_CERAMIC ) {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_CERAMIC );
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.otherEntityNum = ent->s.number;
} else {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
tent->s.eventParm = DirToByte( tr.plane.normal );

View file

@ -3,70 +3,58 @@
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: game - Win32 Release--------------------
--------------------Configuration: cgame - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP445.tmp" with contents
[
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
"C:\Games\Quake3\rq3source\reaction\game\g_weapon.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP445.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP446.tmp" with contents
[
kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /machine:I386 /def:".\game.def" /out:"..\Release/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
\reactionoutput\ai_chat.obj
\reactionoutput\ai_cmd.obj
\reactionoutput\ai_dmnet.obj
\reactionoutput\ai_dmq3.obj
\reactionoutput\ai_main.obj
\reactionoutput\ai_team.obj
\reactionoutput\ai_vcmd.obj
\reactionoutput\bg_misc.obj
\reactionoutput\bg_pmove.obj
\reactionoutput\bg_slidemove.obj
\reactionoutput\g_active.obj
\reactionoutput\g_arenas.obj
\reactionoutput\g_bot.obj
\reactionoutput\g_client.obj
\reactionoutput\g_cmds.obj
\reactionoutput\g_combat.obj
\reactionoutput\g_fileio.obj
\reactionoutput\g_items.obj
\reactionoutput\g_main.obj
\reactionoutput\g_matchmode.obj
\reactionoutput\g_mem.obj
\reactionoutput\g_misc.obj
\reactionoutput\g_missile.obj
\reactionoutput\g_mover.obj
\reactionoutput\g_session.obj
\reactionoutput\g_spawn.obj
\reactionoutput\g_svcmds.obj
\reactionoutput\g_syscalls.obj
\reactionoutput\g_target.obj
\reactionoutput\g_team.obj
\reactionoutput\g_teamplay.obj
\reactionoutput\g_trigger.obj
\reactionoutput\g_utils.obj
\reactionoutput\g_weapon.obj
\reactionoutput\q_math.obj
\reactionoutput\q_shared.obj
\reactionoutput\rxn_game.obj
\reactionoutput\zcam.obj
\reactionoutput\zcam_target.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP446.tmp"
<h3>Output Window</h3>
Compiling...
g_weapon.c
C:\Games\Quake3\rq3source\reaction\game\g_weapon.c(2669) : warning C4701: local variable 'tr' may be used without having been initialized
Linking...
Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
<h3>Results</h3>
qagamex86.dll - 0 error(s), 1 warning(s)
cgamex86.dll - 0 error(s), 0 warning(s)
<h3>
--------------------Configuration: game - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
qagamex86.dll - 0 error(s), 0 warning(s)
<h3>
--------------------Configuration: ui - Win32 Release TA--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP497.tmp" with contents
[
/nologo /G6 /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "UI_EXPORTS" /Fp"Release_TA/ta_ui.pch" /YX /Fo"Release_TA/" /Fd"Release_TA/" /FD /c
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_main.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP497.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP498.tmp" with contents
[
/nologo /base:"0x40000000" /dll /incremental:no /pdb:"Release_TA/uix86.pdb" /map:"Release_TA/uix86.map" /machine:I386 /def:".\ui.def" /out:"uix86.dll" /implib:"Release_TA/uix86.lib"
.\Release_TA\bg_misc.obj
.\Release_TA\q_math.obj
.\Release_TA\q_shared.obj
.\Release_TA\ui_atoms.obj
.\Release_TA\ui_gameinfo.obj
.\Release_TA\ui_main.obj
.\Release_TA\ui_players.obj
.\Release_TA\ui_shared.obj
.\Release_TA\ui_syscalls.obj
.\Release_TA\ui_util.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP498.tmp"
<h3>Output Window</h3>
Compiling...
ui_main.c
Linking...
Creating library Release_TA/uix86.lib and object Release_TA/uix86.exp
<h3>Results</h3>
uix86.dll - 0 error(s), 0 warning(s)
</pre>
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