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Elder:
VM 0-16-00 Client-side
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929db5bd13
commit
f311101353
4 changed files with 22 additions and 12 deletions
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@ -889,6 +889,7 @@ typedef struct {
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// Elder: rq3 marks
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qhandle_t slashMarkShader;
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qhandle_t glassMarkShader;
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qhandle_t metalMarkShader;
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// powerup shaders
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qhandle_t quadShader;
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@ -997,6 +998,8 @@ typedef struct {
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sfxHandle_t sfx_glassric1;
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sfxHandle_t sfx_glassric2;
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sfxHandle_t sfx_glassric3;
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// Elder: Shell tumble sound
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sfxHandle_t sfx_shelltumble;
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sfxHandle_t sfx_railg;
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sfxHandle_t sfx_rockexp;
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@ -176,7 +176,8 @@ void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace ) {
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trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s );
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}
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} else if ( le->leBounceSoundType == LEBS_BRASS ) {
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// Elder: play bounce sound
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trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.sfx_shelltumble);
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}
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// don't allow a fragment to make multiple bounce sounds,
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@ -804,7 +804,8 @@ static void CG_RegisterSounds( void ) {
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cgs.media.sfx_glassric1 = trap_S_RegisterSound ("sound/world/impactglass01.wav", qfalse);
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cgs.media.sfx_glassric2 = trap_S_RegisterSound ("sound/world/impactglass02.wav", qfalse);
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cgs.media.sfx_glassric3 = trap_S_RegisterSound ("sound/world/impactglass03.wav", qfalse);
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cgs.media.sfx_shelltumble = trap_S_RegisterSound ("sound/misc/shell.wav", qfalse);
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cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
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cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse);
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cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse);
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@ -1173,6 +1174,7 @@ static void CG_RegisterGraphics( void ) {
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// Elder: added
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cgs.media.slashMarkShader = trap_R_RegisterShader( "gfx/damage/slash_mrk" );
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cgs.media.glassMarkShader = trap_R_RegisterShader( "gfx/damage/glass_mrk" );
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cgs.media.metalMarkShader = trap_R_RegisterShader( "gfx/damage/metal_mrk" );
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// register the inline models
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cgs.numInlineModels = trap_CM_NumInlineModels();
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@ -1017,9 +1017,6 @@ void CG_RegisterWeapon( int weaponNum ) {
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MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );
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weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/mp5/mp5fire.wav", qfalse );
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weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
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//weaponInfo->reloadSound1 = trap_S_RegisterSound( "sound/weapons/mp5/mp5out.wav", qfalse );
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//weaponInfo->reloadSound2 = trap_S_RegisterSound( "sound/weapons/mp5/mp5in.wav", qfalse );
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//weaponInfo->reloadSound3 = trap_S_RegisterSound( "sound/weapons/mp5/mp5slide.wav", qfalse );
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cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
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Com_sprintf( filename, sizeof(filename), "models/weapons2/mp5/animation.cfg" );
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@ -1027,6 +1024,15 @@ void CG_RegisterWeapon( int weaponNum ) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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weapAnimLoad = qfalse;
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}
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if (weapAnimLoad) {
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Com_sprintf( filename, sizeof(filename), "models/weapons2/mp5/sound.cfg" );
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if ( !CG_ParseWeaponSoundFile(filename, weaponInfo) ) {
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Com_Printf("Failed to load weapon sound file %s\n", filename);
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}
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} else {
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Com_Printf("Could not load sound.cfg because animation.cfg loading failed\n");
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}
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break;
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case WP_HANDCANNON:
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@ -1547,6 +1553,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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if ( weapon->item->giTag == WP_PISTOL ||
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weapon->item->giTag == WP_AKIMBO ||
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weapon->item->giTag == WP_M4 ||
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weapon->item->giTag == WP_MP5 ||
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weapon->item->giTag == WP_M3 ||
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weapon->item->giTag == WP_HANDCANNON ||
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weapon->item->giTag == WP_SSG3000 ||
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@ -2865,16 +2872,12 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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case WP_SSG3000:
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mod = cgs.media.bulletFlashModel;
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shader = cgs.media.bulletExplosionShader;
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if (soundType == IMPACTSOUND_GLASS)
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mark = cgs.media.glassMarkShader;
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else
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mark = cgs.media.bulletMarkShader;
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radius = 8;
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r = rand() & 3;
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if (soundType == IMPACTSOUND_METAL)
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{
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mark = cgs.media.metalMarkShader;
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if ( r < 2 )
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sfx = cgs.media.sfx_metalric1;
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else if ( r == 2 )
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@ -2884,6 +2887,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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}
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else if (soundType == IMPACTSOUND_GLASS)
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{
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mark = cgs.media.glassMarkShader;
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if ( r < 2 )
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sfx = cgs.media.sfx_glassric1;
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else if ( r == 2 )
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@ -2893,6 +2897,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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}
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else
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{
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mark = cgs.media.bulletMarkShader;
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if ( r == 0 )
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sfx = cgs.media.sfx_ric1;
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else if ( r == 1 )
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@ -2900,7 +2905,6 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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else
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sfx = cgs.media.sfx_ric3;
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}
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radius = 8;
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break;
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/*
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