Valve: MONSTER_ZOMBIE now uses sound shaders.

This commit is contained in:
Marco Cawthorne 2020-04-03 00:40:54 +02:00
parent c113cc1994
commit e6ff9520a1
2 changed files with 48 additions and 60 deletions

View file

@ -69,40 +69,6 @@ enum {
ZO_RISESNACK
};
string zo_sndattack[] = {
"zombie/zo_attack1.wav",
"zombie/zo_attack2.wav"
};
string zo_sndclaw[] = {
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav"
};
string zo_sndclawmiss[] = {
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav"
};
string zo_sndidle[] = {
"zombie/zo_idle1.wav",
"zombie/zo_idle2.wav",
"zombie/zo_idle3.wav",
"zombie/zo_idle4.wav"
};
string zo_sndpain[] = {
"zombie/zo_pain1.wav",
"zombie/zo_pain2.wav"
};
string zo_sndsee[] = {
"zombie/zo_alert10.wav",
"zombie/zo_alert20.wav",
"zombie/zo_alert30.wav"
};
class monster_zombie:CBaseMonster
{
float m_flIdleTime;
@ -128,8 +94,7 @@ monster_zombie::Pain(int iHitBody)
return;
}
int rand = floor(random(0,zo_sndpain.length));
Sound(zo_sndpain[rand]);
Sound_Play(this, CHAN_VOICE, "monster_zombie.pain");
frame = ZO_FLINCH + floor(random(0, 2));
m_flAnimTime = time + 0.25f;
}
@ -150,9 +115,7 @@ monster_zombie::Death(int iHitBody)
frame = ZO_DIE + floor(random(0, 3));
}
/* the sound */
int rand = floor(random(0,zo_sndpain.length));
Sound(zo_sndpain[rand]);
Sound_Play(this, CHAN_VOICE, "monster_zombie.pain");
}
/* set the functional differences */
@ -172,8 +135,7 @@ monster_zombie::IdleNoise(void)
}
m_flIdleTime = time + random(2,10);
int rand = floor(random(0, zo_sndidle.length));
Sound(zo_sndidle[rand]);
Sound_Play(this, CHAN_VOICE, "monster_zombie.idle");
}
void
@ -186,25 +148,12 @@ monster_zombie::Respawn(void)
void
monster_zombie::monster_zombie(void)
{
for (int i = 0; i < zo_sndattack.length; i++) {
precache_sound(zo_sndattack[i]);
}
for (int i = 0; i < zo_sndclaw.length; i++) {
precache_sound(zo_sndclaw[i]);
}
for (int i = 0; i < zo_sndclawmiss.length; i++) {
precache_sound(zo_sndclawmiss[i]);
}
for (int i = 0; i < zo_sndidle.length; i++) {
precache_sound(zo_sndidle[i]);
}
for (int i = 0; i < zo_sndpain.length; i++) {
precache_sound(zo_sndpain[i]);
}
for (int i = 0; i < zo_sndsee.length; i++) {
precache_sound(zo_sndsee[i]);
}
Sound_Precache("monster_zombie.alert");
Sound_Precache("monster_zombie.attack");
Sound_Precache("monster_zombie.claw");
Sound_Precache("monster_zombie.clawmiss");
Sound_Precache("monster_zombie.idle");
Sound_Precache("monster_zombie.pain");
netname = "Zombie";
model = "models/zombie.mdl";
base_health = Skill_GetValue("zombie_health");

View file

@ -0,0 +1,39 @@
monster_zombie.alert
{
sample zombie/zo_alert10.wav
sample zombie/zo_alert20.wav
sample zombie/zo_alert30.wav
}
monster_zombie.attack
{
sample zombie/zo_attack1.wav
sample zombie/zo_attack2.wav
}
monster_zombie.claw
{
sample zombie/claw_strike1.wav
sample zombie/claw_strike2.wav
sample zombie/claw_strike3.wav
}
monster_zombie.clawmiss
{
sample zombie/claw_miss1.wav
sample zombie/claw_miss2.wav
}
monster_zombie.idle
{
sample zombie/zo_idle1.wav
sample zombie/zo_idle2.wav
sample zombie/zo_idle3.wav
sample zombie/zo_idle4.wav
}
monster_zombie.pain
{
sample zombie/zo_pain1.wav
sample zombie/zo_pain2.wav
}