More footstep sounds, a few other things

This commit is contained in:
Andrei Drexler 2002-04-20 15:05:08 +00:00
parent d739e03249
commit caf4fe1182
10 changed files with 151 additions and 25 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.50 2002/04/20 15:05:08 makro
// More footstep sounds, a few other things
//
// Revision 1.49 2002/04/06 21:43:58 makro
// New surfaceparm system
//
@ -1483,7 +1486,8 @@ static void CG_JumpKick ( entityState_t *ent )
}
// everyone hears this
trap_S_StartSound(NULL, ent->number, CHAN_AUTO, cgs.media.kickSound);
// Makro - I didn't ! Changed from CHAN_AUTO
trap_S_StartSound(NULL, ent->number, CHAN_BODY, cgs.media.kickSound);
}
/*
@ -1601,6 +1605,43 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
}
break;
// JBravo: end new sounds
// Makro - more sounds
case EV_FOOTSTEP_LEAVES:
DEBUGNAME("EV_FOOTSTEP_LEAVES");
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_LEAVES ][rand()&3] );
}
break;
case EV_FOOTSTEP_CEMENT:
DEBUGNAME("EV_FOOTSTEP_CEMENT");
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_CEMENT ][rand()&3] );
}
break;
case EV_FOOTSTEP_MARBLE:
DEBUGNAME("EV_FOOTSTEP_MARBLE");
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_MARBLE ][rand()&3] );
}
break;
case EV_FOOTSTEP_SNOW2:
DEBUGNAME("EV_FOOTSTEP_SNOW2");
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_SNOW2 ][rand()&3] );
}
break;
case EV_FOOTSTEP_HARDSTEPS:
DEBUGNAME("EV_FOOTSTEP_HARDSTEPS");
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_HARDSTEPS ][rand()&3] );
}
break;
// Makro - end new sounds
case EV_FOOTSTEP_METAL2:
DEBUGNAME("EV_FOOTSTEP_METAL2");
if (cg_footsteps.integer) {

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.66 2002/04/20 15:05:08 makro
// More footstep sounds, a few other things
//
// Revision 1.65 2002/04/18 16:13:23 jbravo
// Scoreboard now shows green for live players and white for dead.
// Time should not get reset on deaths any more.
@ -219,6 +222,13 @@ typedef enum {
FOOTSTEP_MUD,
FOOTSTEP_WOOD2,
FOOTSTEP_HARDMETAL,
// Makro: more sounds
FOOTSTEP_LEAVES,
FOOTSTEP_CEMENT,
FOOTSTEP_MARBLE,
FOOTSTEP_SNOW2,
FOOTSTEP_HARDSTEPS,
FOOTSTEP_TOTAL
} footstep_t;

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.56 2002/04/20 15:05:08 makro
// More footstep sounds, a few other things
//
// Revision 1.55 2002/04/10 05:13:42 makro
// Changed cg_thirdPerson from CVAR_ROM to CVAR_CHEAT
//
@ -962,6 +965,23 @@ static void CG_RegisterSounds( void ) {
Com_sprintf (name, sizeof(name), "sound/player/footsteps/hardmetal%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_HARDMETAL][i] = trap_S_RegisterSound (name, qfalse);
//Makro - new sounds
Com_sprintf (name, sizeof(name), "sound/player/footsteps/leaves%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_LEAVES][i] = trap_S_RegisterSound (name, qfalse);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/cement%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_CEMENT][i] = trap_S_RegisterSound (name, qfalse);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/marble%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_MARBLE][i] = trap_S_RegisterSound (name, qfalse);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow2_%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SNOW2][i] = trap_S_RegisterSound (name, qfalse);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/hardstep%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_HARDSTEPS][i] = trap_S_RegisterSound (name, qfalse);
}
// only register the items that the server says we need

View file

@ -6,7 +6,7 @@
--------------------Configuration: cgame - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD9E.tmp" with contents
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1613.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\game\bg_misc.c"
@ -35,8 +35,8 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD9E.tmp" with conte
"C:\Games\Quake3\rq3source\reaction\game\q_shared.c"
"C:\Games\Quake3\rq3source\reaction\ui\ui_shared.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD9E.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD9F.tmp" with contents
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1613.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1614.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
@ -65,7 +65,7 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD9F.tmp" with conte
.\Release\q_shared.obj
.\Release\ui_shared.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPD9F.tmp"
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1614.tmp"
<h3>Output Window</h3>
Compiling...
bg_misc.c

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.18 2002/04/20 15:03:47 makro
// More footstep sounds, a few other things
//
// Revision 1.17 2002/04/06 21:42:19 makro
// Changes to bot code. New surfaceparm system.
//
@ -1709,7 +1712,8 @@ void BotChooseWeapon(bot_state_t *bs) {
newweaponnum = trap_BotChooseBestFightWeapon(bs->ws, bs->inventory);
if (bs->weaponnum != newweaponnum) bs->weaponchange_time = FloatTime();
// JBravo: test hack
// bs->weaponnum = newweaponnum;
// Makro - test unhack :P
bs->weaponnum = newweaponnum;
bs->weaponnum = WP_PISTOL;
//BotAI_Print(PRT_MESSAGE, "bs->weaponnum = %d\n", bs->weaponnum);
trap_EA_SelectWeapon(bs->client, bs->weaponnum);

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.33 2002/04/20 15:03:47 makro
// More footstep sounds, a few other things
//
// Revision 1.32 2002/04/03 03:13:16 blaze
// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
//
@ -1309,6 +1312,13 @@ char *eventnames[] = {
"EV_FOOTSTEP_MUD",
"EV_FOOTSTEP_WOOD2",
"EV_FOOTSTEP_HARDMETAL",
//Makro - new sounds
"EV_FOOTSTEP_LEAVES",
"EV_FOOTSTEP_CEMENT",
"EV_FOOTSTEP_MARBLE",
"EV_FOOTSTEP_SNOW2",
"EV_FOOTSTEP_HARDSTEPS",
"EV_FOOTSPLASH",
"EV_FOOTWADE",
"EV_SWIM",

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.67 2002/04/20 15:03:47 makro
// More footstep sounds, a few other things
//
// Revision 1.66 2002/04/06 21:42:20 makro
// Changes to bot code. New surfaceparm system.
//
@ -1199,6 +1202,27 @@ static int PM_FootstepForSurface( void ) {
return EV_FOOTSTEP_HARDMETAL;
}
// JBravo: end adding new sounds
// Makro - 5 new sounds
if ( Material == MAT_LEAVES ) {
return EV_FOOTSTEP_LEAVES;
}
if ( Material == MAT_CEMENT ) {
return EV_FOOTSTEP_CEMENT;
}
if ( Material == MAT_MARBLE ) {
return EV_FOOTSTEP_MARBLE;
}
if ( Material == MAT_SNOW2 ) {
return EV_FOOTSTEP_SNOW2;
}
if ( Material == MAT_HARDSTEPS ) {
return EV_FOOTSTEP_HARDSTEPS;
}
// Makro - end new sounds
return EV_FOOTSTEP;
}
@ -3767,7 +3791,7 @@ int MatFlags[] =
SURF_HARDMETAL
};
#define MatFlagCount 11
#define MatFlagCount 5
int GetMaterialFromFlag( int flag ) {
int Material = 0;

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.56 2002/04/20 15:03:48 makro
// More footstep sounds, a few other things
//
// Revision 1.55 2002/04/06 21:42:20 makro
// Changes to bot code. New surfaceparm system.
//
@ -871,15 +874,20 @@ typedef enum {
EV_FOOTSTEP,
EV_FOOTSTEP_METAL,
EV_FOOTSTEP_GRASS, // Elder: new surfaces
EV_FOOTSTEP_GRASS, // Elder: new surfaces
EV_FOOTSTEP_WOOD,
EV_FOOTSTEP_CARPET,
EV_FOOTSTEP_METAL2,
EV_FOOTSTEP_GRAVEL,
EV_FOOTSTEP_SNOW, // JBravo: new surfaces
EV_FOOTSTEP_SNOW, // JBravo: new surfaces
EV_FOOTSTEP_MUD,
EV_FOOTSTEP_WOOD2,
EV_FOOTSTEP_HARDMETAL,
EV_FOOTSTEP_LEAVES, // Makro: new surfaces
EV_FOOTSTEP_CEMENT,
EV_FOOTSTEP_MARBLE,
EV_FOOTSTEP_SNOW2,
EV_FOOTSTEP_HARDSTEPS,
EV_FOOTSPLASH,
EV_FOOTWADE,
EV_SWIM,
@ -1342,15 +1350,22 @@ qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTim
#define MAT_DEFAULT 0
#define MAT_METALSTEPS 1
#define MAT_GRAVEL 2
#define MAT_WOOD 4
#define MAT_CARPET 8
#define MAT_METAL2 16
#define MAT_GLASS 32
#define MAT_GRASS 64
#define MAT_SNOW 128
#define MAT_MUD 256
#define MAT_WOOD2 512
#define MAT_HARDMETAL 1024
#define MAT_WOOD 3
#define MAT_CARPET 4
#define MAT_METAL2 5
#define MAT_GLASS 6
#define MAT_GRASS 7
#define MAT_SNOW 8
#define MAT_MUD 9
#define MAT_WOOD2 10
#define MAT_HARDMETAL 11
//new
#define MAT_LEAVES 12
#define MAT_CEMENT 13
#define MAT_MARBLE 14
#define MAT_SNOW2 15
#define MAT_HARDSTEPS 16
int GetMaterialFromFlag( int flag );
qboolean IsMetalMat( int Material );

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.45 2002/04/20 15:03:48 makro
// More footstep sounds, a few other things
//
// Revision 1.44 2002/04/07 19:23:41 jbravo
// Yet another crashbug fixed.
//
@ -250,8 +253,6 @@ qboolean JumpKick( gentity_t *ent )
return qtrue;
}
//qboolean Ent_DoorFront( trace_t *trIn
qboolean DoorKick( trace_t *trIn, gentity_t *ent, vec3_t origin, vec3_t forward )
{
gentity_t *traceEnt;
@ -1732,6 +1733,7 @@ void Weapon_SSG3000_Fire (gentity_t *ent) {
// send wall bullet impact
// no explosion at end if SURF_NOIMPACT
Material = GetMaterialFromFlag(trace.surfaceFlags);
//G_Printf("SSG3000: Hit entity #%i (%s): surfaceFlag = %i\n", trace.entityNum, g_entities[trace.entityNum].classname, trace.surfaceFlags);
if ( !(trace.surfaceFlags & SURF_NOIMPACT) )
{
//Makro - new surfaceparm system

View file

@ -6,7 +6,7 @@
--------------------Configuration: game - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPDE4.tmp" with contents
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP160E.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\ai_chat.c"
@ -49,8 +49,8 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPDE4.tmp" with conte
"C:\Games\Quake3\rq3source\reaction\game\zcam.c"
"C:\Games\Quake3\rq3source\reaction\game\zcam_target.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPDE4.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPDE5.tmp" with contents
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP160E.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP160F.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
@ -93,7 +93,7 @@ kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows
\reactionoutput\zcam.obj
\reactionoutput\zcam_target.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPDE5.tmp"
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP160F.tmp"
<h3>Output Window</h3>
Compiling...
ai_chat.c
@ -131,7 +131,7 @@ g_trigger.c
g_utils.c
g_weapon.c
q_math.c
C:\Games\Quake3\rq3source\reaction\game\g_weapon.c(2549) : warning C4701: local variable 'tr' may be used without having been initialized
C:\Games\Quake3\rq3source\reaction\game\g_weapon.c(2558) : warning C4701: local variable 'tr' may be used without having been initialized
q_shared.c
rxn_game.c
zcam.c