- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
104 lines
2.1 KiB
C
Executable file
104 lines
2.1 KiB
C
Executable file
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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.int iStep;
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/*
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=================
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Footsteps_Update
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Run every frame for each player, plays material based footsteps
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=================
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*/
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void Footsteps_Update(void) {
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float fSpeed;
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float fVol;
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string sMaterial = "";
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string sTexture = "";
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if (self.flags & FL_CROUCHING) {
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return;
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}
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if (!g_hlbsp_materials) {
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return;
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}
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if ((self.movetype == MOVETYPE_WALK) && (self.flags & FL_ONGROUND)) {
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if ((self.velocity[0] == 0 && self.velocity[1] == 0) || self.fStepTime > time) {
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return;
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}
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fSpeed = vlen(self.velocity);
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traceline(self.origin + self.view_ofs, self.origin + '0 0 -48', FALSE, self);
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sTexture = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos));
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if (fSpeed < 140) {
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self.fStepTime = time + 0.35;
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fVol = 0.15f;
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} else if (fSpeed < 270) {
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self.fStepTime = time + 0.35;
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fVol = 0.35f;
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} else {
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self.fStepTime = time + 0.35;
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fVol = 0.75;
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}
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switch((float)hash_get(hashMaterials, sTexture)) {
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case 'M':
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sMaterial = "metal";
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break;
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case 'V':
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sMaterial = "duct";
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break;
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case 'D':
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sMaterial = "dirt";
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break;
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case 'S':
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sMaterial = "slosh";
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break;
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case 'T':
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sMaterial = "tile";
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break;
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case 'G':
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sMaterial = "grate";
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break;
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case 'W':
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sMaterial = "step";
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break;
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case 'P':
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sMaterial = "step";
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break;
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case 'Y':
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sMaterial = "step";
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break;
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case 'N':
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sMaterial = "snow";
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break;
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default:
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sMaterial = "step";
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break;
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}
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if (self.iStep) {
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if (random() < 0.5f) {
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sound(self, CHAN_BODY, sprintf("player/pl_%s1.wav", sMaterial), fVol, ATTN_STATIC);
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} else {
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sound(self, CHAN_BODY, sprintf("player/pl_%s2.wav", sMaterial), fVol, ATTN_STATIC);
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}
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} else {
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if (random() < 0.5f) {
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sound(self, CHAN_BODY, sprintf("player/pl_%s3.wav", sMaterial), fVol, ATTN_STATIC);
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} else {
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sound(self, CHAN_BODY, sprintf("player/pl_%s4.wav", sMaterial), fVol, ATTN_STATIC);
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}
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}
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self.iStep = 1 - self.iStep;
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}
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}
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