Sound entity changes as per Sze

This commit is contained in:
Scott Brooks 2002-05-22 04:19:45 +00:00
parent fc62e6bc63
commit faff1acfc0
2 changed files with 36 additions and 17 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.32 2002/05/22 04:17:18 blaze
// Sound entity changes as per Sze
//
// Revision 1.31 2002/05/16 06:57:54 makro
// Doors with health (again !), bot-only trigger_pushes
//
@ -1398,9 +1401,10 @@ void SP_func_door (gentity_t *ent) {
char *sSndStart;
//Elder: can set sounds from here
G_SpawnString( "soundstart", "sound/movers/doors/dr1_end.wav", &sSndStart );
G_SpawnString( "soundstop", "sound/movers/doors/dr1_end.wav", &sSndStop );
G_SpawnString( "soundmove", "sound/movers/doors/dr1_strt.wav", &sSndMove );
//Blaze: changed default path as per Sze
G_SpawnString( "soundstart", "sound/movers/door_start.wav", &sSndStart );
G_SpawnString( "soundstop", "sound/movers/door_stop.wav", &sSndStop );
G_SpawnString( "soundmove", "sound/movers/door_move.wav", &sSndMove );
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sSndMove);
ent->soundPos1 = G_SoundIndex(sSndStart);
@ -1519,9 +1523,9 @@ void SP_func_door_rotating ( gentity_t *ent ) {
char *sSndStart;
//Elder: can set sounds from here
G_SpawnString( "soundstart", "sound/movers/doors/dr1_end.wav", &sSndStart );
G_SpawnString( "soundstop", "sound/movers/doors/dr1_end.wav", &sSndStop );
G_SpawnString( "soundmove", "sound/movers/doors/dr1_strt.wav", &sSndMove );
G_SpawnString( "soundstart", "sound/movers/door_start.wav", &sSndStart );
G_SpawnString( "soundstop", "sound/movers/door_stop.wav", &sSndStop );
G_SpawnString( "soundmove", "sound/movers/door_move.wav", &sSndMove );
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sSndMove);
ent->soundPos1 = G_SoundIndex(sSndStart);
@ -1816,6 +1820,20 @@ Plats are always drawn in the extended position so they will light correctly.
void SP_func_plat (gentity_t *ent) {
float lip, height;
//Blaze: added
char *sSndMove;
char *sSndStop;
char *sSndStart;
G_SpawnString( "soundstart", "sound/movers/plat_start.wav", &sSndStart );
G_SpawnString( "soundstop", "sound/movers/plat_end.wav", &sSndStop );
G_SpawnString( "soundmove", "sound/misc/silence.wav", &sSndMove );
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sSndMove);
ent->soundPos1 = G_SoundIndex(sSndStart);
ent->soundPos2 = G_SoundIndex(sSndStop);
ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/plats/pt1_strt.wav");
ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/plats/pt1_end.wav");
@ -1904,14 +1922,10 @@ void SP_func_button( gentity_t *ent ) {
char *s;
char *noise;
if (G_SpawnString( "noise", "sound/movers/doors/dr1_end.wav", &noise ) )
{
ent->sound1to2 = G_SoundIndex(noise);
}
else
{
ent->sound1to2 = G_SoundIndex("sound/movers/switches/butn2.wav");
}
//changed to sound to stop it from conflicting with the looping noise
//Changed from noise to sound as per Sze
G_SpawnString( "sound", "sound/movers/switches/butn2.wav", &noise );
ent->sound1to2 = G_SoundIndex(noise);
if ( !ent->speed ) {
ent->speed = 40;

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.15 2002/05/22 04:19:45 blaze
// Sound entity changes as per Sze
//
// Revision 1.14 2002/05/18 14:52:16 makro
// Bot stuff. Other stuff. Just... stuff :p
//
@ -230,7 +233,9 @@ void SP_trigger_push( gentity_t *self ) {
// unlike other triggers, we need to send this one to the client
// NiceAss: Added for custom push sounds. Default is none. Q3 is "sounds/world/bouncepad.wav"
if (G_SpawnString( "noise", "sound/misc/silence.wav", &sound )) {;
//Changed from noise to sound as per Sze
if (G_SpawnString( "sound", "sound/misc/silence.wav", &sound ))
{
self->s.generic1 = G_SoundIndex( sound );
}
@ -281,8 +286,8 @@ void SP_target_push( gentity_t *self ) {
}
G_SetMovedir (self->s.angles, self->s.origin2);
VectorScale (self->s.origin2, self->speed, self->s.origin2);
if (G_SpawnString( "noise", "sound/misc/silence.wav", &sound )) {
//Changed from noise to sound as per Sze
if (G_SpawnString( "sound", "sound/misc/silence.wav", &sound )) {
//Makro - debug message, no longer needed
//G_Printf("^2Sound was %s\n",sound);
self->noise_index = G_SoundIndex( sound );