Add damage_bullet sound shader definitions. Those are played when a bullet
successfully hits a hurtable body.
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08a4080c66
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4 changed files with 8 additions and 1 deletions
5
platform/base_scripts.pk3dir/sound/damage_bullet.sndshd
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5
platform/base_scripts.pk3dir/sound/damage_bullet.sndshd
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@ -0,0 +1,5 @@
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damage_bullet.hit
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{
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sample weapons/bullet_hit1.wav
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sample weapons/bullet_hit2.wav
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}
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@ -485,6 +485,7 @@ initents(void)
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Sound_Precache("player.gaspheavy");
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Sound_Precache("player.gaspheavy");
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Sound_Precache("player.waterenter");
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Sound_Precache("player.waterenter");
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Sound_Precache("player.waterexit");
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Sound_Precache("player.waterexit");
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Sound_Precache("damage_bullet.hit");
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Game_InitRules();
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Game_InitRules();
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Game_Worldspawn();
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Game_Worldspawn();
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@ -58,6 +58,7 @@ TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon)
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iDamage *= 3;
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iDamage *= 3;
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#endif
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#endif
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Damage_Apply(trace_ent, self, iDamage, iWeapon, DMG_BULLET);
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Damage_Apply(trace_ent, self, iDamage, iWeapon, DMG_BULLET);
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Sound_Play(trace_ent, CHAN_BODY, "damage_bullet.hit");
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}
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}
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if (trace_ent.iBleeds == TRUE) {
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if (trace_ent.iBleeds == TRUE) {
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@ -1509,7 +1509,7 @@ void(entity e, vector min, vector max) setsize = #4; /*
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Sets the e's mins and maxs fields. Also relinks collision state, which sets absmin and absmax too. */
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Sets the e's mins and maxs fields. Also relinks collision state, which sets absmin and absmax too. */
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#endif
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#endif
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#ifdef SSQC
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#if defined(CSQC) || defined(SSQC)
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void() breakpoint = #6; /*
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void() breakpoint = #6; /*
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Trigger a debugging event. FTE will break into the qc debugger. Other engines may crash with a debug execption. */
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Trigger a debugging event. FTE will break into the qc debugger. Other engines may crash with a debug execption. */
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