nuclide/Source/server/footsteps.c

100 lines
2.1 KiB
C
Executable file

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
.int iStep;
/*
=================
Footsteps_Update
Run every frame for each player, plays material based footsteps
=================
*/
void Footsteps_Update( void ) {
float fSpeed;
float fVol;
string sMaterial = "";
string sTexture = "";
if (self.flags & FL_CROUCHING) {
return;
}
if ( ( self.movetype == MOVETYPE_WALK ) && ( self.flags & FL_ONGROUND ) ) {
if ( ( self.velocity_x == 0 && self.velocity_y == 0 ) || self.fStepTime > time ) {
return;
}
fSpeed = vlen( self.velocity );
traceline( self.origin + self.view_ofs, self.origin + '0 0 -48', FALSE, self );
sTexture = getsurfacetexture( trace_ent, getsurfacenearpoint( trace_ent, trace_endpos ) );
if ( fSpeed < 140 ) {
self.fStepTime = time + 0.35;
fVol = 0.15f;
} else if ( fSpeed < 270 ) {
self.fStepTime = time + 0.35;
fVol = 0.35f;
} else {
self.fStepTime = time + 0.35;
fVol = 0.75;
}
switch( (float)hash_get( hashMaterials, sTexture ) ) {
case 'M':
sMaterial = "metal";
break;
case 'V':
sMaterial = "duct";
break;
case 'D':
sMaterial = "dirt";
break;
case 'S':
sMaterial = "slosh";
break;
case 'T':
sMaterial = "tile";
break;
case 'G':
sMaterial = "grate";
break;
case 'W':
sMaterial = "step";
break;
case 'P':
sMaterial = "step";
break;
case 'Y':
sMaterial = "step";
break;
case 'N':
sMaterial = "snow";
break;
default:
sMaterial = "step";
break;
}
if ( self.iStep ) {
if ( random() < 0.5f ) {
sound( self, CHAN_BODY, sprintf( "player/pl_%s1.wav", sMaterial), fVol, ATTN_STATIC );
} else {
sound( self, CHAN_BODY, sprintf( "player/pl_%s2.wav", sMaterial), fVol, ATTN_STATIC );
}
} else {
if ( random() < 0.5f ) {
sound( self, CHAN_BODY, sprintf( "player/pl_%s3.wav", sMaterial), fVol, ATTN_STATIC );
} else {
sound( self, CHAN_BODY, sprintf( "player/pl_%s4.wav", sMaterial), fVol, ATTN_STATIC );
}
}
self.iStep = 1 - self.iStep;
}
}