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Added soundDeactivate to target_turbolift and target_warp.
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1 changed files with 12 additions and 0 deletions
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@ -1500,6 +1500,8 @@ void target_turbolift_start ( gentity_t *self )
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static void target_turbolift_use( gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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if(!Q_stricmp(self->swapname, activator->target)) {
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if(self->soundPos1)
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G_AddEvent(self, EV_GENERAL_SOUND, self->soundPos1);
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self->flags ^= FL_LOCKED;
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}
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@ -1539,6 +1541,7 @@ OFFLINE Turbolift is offline at start
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"soundEnd" - sound that plays as the wait period ends. (Defaults to EF SP's sound. '*' for none)
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"soundStart - sound that plays when the lift starts moving
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"soundStartLength" - how long the start sound is in seconds
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"soundDeactivate" - sound to play if player tries to use an deactivated turbolift
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"waitEnd" - how long to wait from the lift stopping to the doors opening (default 1000 )
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"swapname" - toggles turbolift on/off
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"targetShaderName" - lights off shader
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@ -1553,6 +1556,7 @@ void SP_target_turbolift ( gentity_t *self )
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char* endSound;
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char* idleSound;
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char* startSound;
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char* deactSound;
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int len;
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fileHandle_t f;
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char fileRoute[MAX_QPATH];
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@ -1565,12 +1569,14 @@ void SP_target_turbolift ( gentity_t *self )
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G_SpawnString( "soundIdle", "100", &idleSound);
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G_SpawnString( "soundStart", "100", &startSound);
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G_SpawnFloat( "soundStartLength", "100", &self->distance);
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G_SpawnString( "soundDeactivate", "100", &deactSound );
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self->s.loopSound = G_SoundIndex( loopSound ); //looping sound
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self->s.otherEntityNum2 = G_SoundIndex( endSound ); //End Phase sound
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/*self->soundLocked = G_SoundIndex( idleSound );*/
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self->n00bCount = G_SoundIndex( idleSound );
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self->sound2to1 = G_SoundIndex( startSound );
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self->soundPos1 = G_SoundIndex( deactSound );
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if(self->spawnflags & 512)
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self->flags ^= FL_LOCKED;
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@ -2638,6 +2644,9 @@ void target_warp_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
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ent->target = ent->greensound;
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G_UseTargets(ent, activator);
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ent->n00bCount = !ent->n00bCount;
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} else {
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if(ent->soundPos1)
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G_AddEvent(ent, EV_GENERAL_SOUND, ent->soundPos1);
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}
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}
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}
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@ -2657,6 +2666,8 @@ void SP_target_warp(gentity_t *ent) {
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ent->falsetarget = G_NewString(temp);
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G_SpawnString("coreSwap", "", &temp);
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ent->bluename = G_NewString(temp);
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G_SpawnString("soundDeactivate", "100", &temp);
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ent->soundPos1 = G_SoundIndex(temp);
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//set corestate
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ent->sound1to2 = (ent->spawnflags & 1);
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@ -2676,6 +2687,7 @@ void SP_target_warp(gentity_t *ent) {
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This entity can be used to de/activate all func_usables with "target" as targetname2.
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"target" func_usable to de/activate(targetname2).
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"soundDeactivate" sound to play if going to warp but core is deactivated/ejected
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*/
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void target_deactivate_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
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gentity_t *target = NULL;
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