Half-Life: Make player death-flatline a sound shader
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parent
7c1921ae05
commit
cf34e1d678
6 changed files with 9 additions and 7 deletions
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@ -24,7 +24,8 @@ void Game_Worldspawn(void)
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{
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precache_model("models/player.mdl");
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precache_model("models/w_weaponbox.mdl");
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precache_sound("fvox/flatline.wav");
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Sound_Precache("player.die");
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Sound_Precache("player.fall");
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Player_Precache();
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Weapons_Init();
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@ -25,9 +25,10 @@ Game_Worldspawn(void)
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{
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Sound_Precache("ammo.pickup");
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Sound_Precache("ammo.respawn");
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Sound_Precache("player.die");
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Sound_Precache("player.fall");
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precache_model("models/player.mdl");
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precache_model("models/w_weaponbox.mdl");
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precache_sound("fvox/flatline.wav");
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Weapons_Init();
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Player_Precache();
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}
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@ -67,7 +67,7 @@ HLMultiplayerRules::PlayerDeath(player pl)
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pl.think = PutClientInServer;
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pl.nextthink = time + 4.0f;
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sound(pl, CHAN_AUTO, "fvox/flatline.wav", 1.0, ATTN_NORM);
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Sound_Play(pl, CHAN_AUTO, "player.die");
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if (pl.health < -50) {
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pl.health = 0;
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@ -22,7 +22,7 @@ HLSingleplayerRules::PlayerDeath(player pl)
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pl.takedamage = DAMAGE_NO;
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pl.flags &= ~FL_FLASHLIGHT;
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pl.armor = pl.activeweapon = pl.g_items = 0;
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sound(pl, CHAN_AUTO, "fvox/flatline.wav", 1.0, ATTN_NORM);
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Sound_Play(pl, CHAN_AUTO, "player.die");
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if (pl.health < -50) {
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pl.health = 0;
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@ -17,7 +17,6 @@
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void
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Game_InitRules(void)
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{
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print("Game_InitRules!\n");
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if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
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g_grMode = spawn(HLSingleplayerRules);
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} else {
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@ -30,9 +29,10 @@ Game_Worldspawn(void)
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{
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Sound_Precache("ammo.pickup");
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Sound_Precache("ammo.respawn");
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Sound_Precache("player.die");
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Sound_Precache("player.fall");
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precache_model("models/player.mdl");
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precache_model("models/w_weaponbox.mdl");
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precache_sound("fvox/flatline.wav");
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Weapons_Init();
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Player_Precache();
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}
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@ -32,7 +32,7 @@ void GamePMove_Fall(player target, float impactspeed)
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#ifdef SERVER
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float fFallDamage = (impactspeed - 580) * (100 / (1024 - 580));
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Damage_Apply(self, world, fFallDamage, 0, DMG_FALL);
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sound(self, CHAN_AUTO, "player/pl_fallpain3.wav", 1.0, ATTN_NORM);
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Sound_Play(self, CHAN_AUTO, "player.fall");
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#endif
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}
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}
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