119 lines
4 KiB
C
Executable file
119 lines
4 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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ambient_generic
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The ambient_generic allows you to play a specific sound.
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Attributes:
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Name (targetname) - Property used to identify entities.
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WAV name (message) - This is the path/filename of the .wav file.
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Volume (health) - Volume of the sound. Range: 0-10.
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Dynamic Presets (preset) - Various effects that can be applied to the sound:
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Flags:
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Play Everywhere (1) - Sound will be heard in the entire level.
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Small Radius (2) - Sound range is about 800 units at max volume.
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Medium Radius (4) - Sound range is about 1250 units at max volume.
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Large Radius (8) - Sound range is about 2000 units at max volume.
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Start Silent (16) - Checking this means the entity must be triggered to work.
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Not Toggled (32) - Older FGDs show this as Not Looped.
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Makes the entity interpret each call as "turn on" instead of "toggle state".
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Must be left unchecked for looping sound files.
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Note that actual looping depends purely on cue points defined in the .wav file (see notes).
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*/
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.float pitch;
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.float loop;
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.float lforate;
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void ambient_generic( void ) {
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static float ambient_generic_send( entity ePEnt, float fChanged ) {
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WriteByte( MSG_ENTITY, ENT_AMBIENTSOUND );
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WriteCoord( MSG_ENTITY, self.origin_x );
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WriteCoord( MSG_ENTITY, self.origin_y );
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WriteCoord( MSG_ENTITY, self.origin_z );
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WriteString( MSG_ENTITY, self.message );
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WriteFloat( MSG_ENTITY, self.health );
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WriteByte( MSG_ENTITY, self.style );
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WriteByte( MSG_ENTITY, self.loop );
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WriteByte( MSG_ENTITY, self.lforate );
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return TRUE;
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}
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static void ambient_generic_use( void ) {
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sound( self, CHAN_VOICE, self.message, self.health, self.style, self.pitch );
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}
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static void ambient_generic_useloop( void ) {
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if ( self.state == TRUE ) {
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self.message = "common/null.wav";
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self.SendFlags = 128;
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self.state = FALSE;
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} else {
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self.message = self.noise;
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self.SendFlags = 128;
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self.state = TRUE;
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}
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}
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static void ambient_generic_respawn( void ) {
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// If we are supposed to be looping, but have stopped playing... make sure we do again
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if( !( self.spawnflags & 32 ) && ( self.state == FALSE ) ) {
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ambient_generic_useloop();
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}
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}
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precache_sound( self.message );
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setorigin( self, self.origin );
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self.health = self.health / 10;
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if ( self.spawnflags & 1 ) {
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self.style = ATTN_NONE;
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} else if ( self.spawnflags & 2 ) {
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self.style = ATTN_IDLE;
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} else if ( self.spawnflags & 4 ) {
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self.style = ATTN_STATIC;
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} else if ( self.spawnflags & 8 ) {
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self.style = ATTN_NORM;
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} else {
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self.style = ATTN_STATIC;
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}
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if ( self.spawnflags & 32 ) {
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self.loop = FALSE;
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} else {
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self.loop = TRUE;
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}
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if( self.spawnflags & 16 ) {
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self.vUse = ambient_generic_use;
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} else {
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self.noise = self.message; // Needed later for resuming
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self.pvsflags = PVSF_NOREMOVE | PVSF_IGNOREPVS;
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self.vUse = ambient_generic_useloop;
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self.SendEntity = ambient_generic_send;
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self.state = TRUE;
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}
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Entities_InitRespawnable( ambient_generic_respawn );
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}
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