target_speakers

This commit is contained in:
Andrei Drexler 2003-08-26 19:28:38 +00:00
parent 185498643a
commit 50ebc6bbca
5 changed files with 47 additions and 15 deletions

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.45 2003/08/26 19:28:37 makro
// target_speakers
//
// Revision 1.44 2003/08/10 20:13:26 makro
// no message
//
@ -265,14 +268,15 @@ static void CG_EntityEffects(centity_t * cent)
// add loop sound
if (cent->currentState.loopSound) {
//Makro - maybe this will help with the speakers ?
//if (cent->currentState.eType != ET_SPEAKER) {
trap_S_AddLoopingSound(cent->currentState.number, cent->lerpOrigin, vec3_origin,
//Makro - for speakers, s.weapon == 1 => no PVS check
if (cent->currentState.eType != ET_SPEAKER || cent->currentState.weapon == 0) {
trap_S_AddLoopingSound(cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[cent->currentState.loopSound]);
//} else {
// trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
// cgs.gameSounds[ cent->currentState.loopSound ] );
//}
} else {
//Makro - note: doesn't take into account PVS info
trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[ cent->currentState.loopSound ] );
}
}
// constant light glow

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@ -6,13 +6,13 @@
--------------------Configuration: cgame - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73D.tmp" with contents
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1B3.tmp" with contents
[
/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fp"Release/cgame.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c
"C:\Games\Quake3\rq3source\reaction\cgame\cg_servercmds.c"
"C:\Games\Quake3\rq3source\reaction\cgame\cg_ents.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73D.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73E.tmp" with contents
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1B3.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1B4.tmp" with contents
[
/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:no /pdb:"Release/cgamex86.pdb" /map:"Release/cgamex86.map" /machine:I386 /def:".\cgame.def" /out:"../Release/cgamex86.dll" /implib:"Release/cgamex86.lib"
.\Release\bg_misc.obj
@ -43,10 +43,10 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73E.tmp" with conte
.\Release\q_shared.obj
.\Release\ui_shared.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP73E.tmp"
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1B4.tmp"
<h3>Output Window</h3>
Compiling...
cg_servercmds.c
cg_ents.c
Linking...
Creating library Release/cgamex86.lib and object Release/cgamex86.exp
@ -54,6 +54,24 @@ Linking...
<h3>Results</h3>
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>
<h3>Results</h3>
uix86.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

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@ -17,6 +17,7 @@ cg_predict
cg_scoreboard
cg_servercmds
cg_snapshot
cg_unlagged
cg_view
cg_weapons
bg_slidemove

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.13 2003/08/26 19:28:38 makro
// target_speakers
//
// Revision 1.12 2003/04/26 22:33:06 jbravo
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
//
@ -198,7 +201,7 @@ void SP_target_print(gentity_t * ent)
//==========================================================
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator nopvs
"noise" wav file to play
A global sound will play full volume throughout the level.
@ -257,6 +260,11 @@ void SP_target_speaker(gentity_t * ent)
ent->s.eventParm = ent->noise_index;
ent->s.frame = ent->wait * 10;
ent->s.clientNum = ent->random * 10;
//Makro - added
if ((ent->spawnflags & 3) && (ent->spawnflags & 16))
ent->s.weapon = 1;
else
ent->s.weapon = 0;
// check for prestarted looping sound
if (ent->spawnflags & 1) {

View file

@ -33,9 +33,10 @@ g_target
g_team
g_teamplay
g_trigger
g_unlagged
g_utils
g_weapon
g_fileio
rxn_game
zcam
zcam_target
zcam_target