targ_speaker: Initial implementation. It plays a sound - that's it. Read the trivia for more info.

This commit is contained in:
Marco Cawthorne 2020-08-29 00:32:11 +02:00
parent 278e984eaf
commit 348052dd76
2 changed files with 72 additions and 0 deletions

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@ -52,6 +52,7 @@ server/stubs.cpp
server/infodecal.cpp
server/player_weaponstrip.cpp
server/player_loadsaved.cpp
server/targ_speaker.cpp
server/target_cdaudio.cpp
server/trigger_auto.cpp
server/trigger_autosave.cpp

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@ -0,0 +1,71 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED targ_speaker (1 0 0) (-8 -8 -8) (8 8 8)
"targetname" Name
"target" Target when triggered
"killtarget" Target to kill when triggered
"tsnoise" Path to the sound file
"volume" Volume to play the sound as (normalized, 0.0 - 1.0)
This entity plays a sample upon triggering at a specified volume.
Trivia:
It was introduced in Gunman Chronicles.
It's not any more useful than an ambient_generic.
I suspect it's a carry-over from when Gunman was a Quake II mod, as
Quake/Quake II did not have an entity that allowed custom sound samples
to be played.
*/
class targ_speaker:CBaseTrigger
{
string m_strSample;
float m_flVolume;
void(void) targ_speaker;
virtual void(entity,int) Trigger;
};
void
targ_speaker::Trigger(entity act, int state)
{
if (GetMaster() == FALSE)
return;
sound(this, CHAN_AUTO, m_strSample, m_flVolume, ATTN_NORM);
}
void
targ_speaker::targ_speaker(void)
{
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
switch (argv(i)) {
case "tsnoise":
m_strSample = argv(i+1);
break;
case "volume":
m_flVolume = stof(argv(i+1));
break;
default:
break;
}
}
CBaseTrigger::CBaseTrigger();
}