nuclide/Source/Server/Footsteps.c

90 lines
2.8 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
.float fSteptime;
/*
=================
Footsteps_Update
TODO: Read sound/materials.txt and use that somehow
=================
*/
void Footsteps_Update( void ) {
float fForce;
float fDelay;
vector vStep;
string sStepSound = "";
if ( ( self.movetype == MOVETYPE_WALK ) && ( self.flags & FL_ONGROUND ) ) {
if ( ( self.velocity_x == 0 && self.velocity_y == 0 ) || self.fSteptime > time ) {
return;
}
vStep_x = fabs( self.velocity_x );
vStep_y = fabs( self.velocity_y );
fForce = ( vStep_x + vStep_y );
fDelay = clamp( 0.1, 1 / ( fForce / 100 ), 1 );
traceline( self.origin + self.view_ofs, self.origin + '0 0 -48', FALSE, self );
string sTexture = getsurfacetexture( trace_ent, getsurfacenearpoint( trace_ent, trace_endpos ) );
switch( (float)hash_get( hashMaterials, sTexture ) ) {
case 'M':
sStepSound = sprintf( "player/pl_metal%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
case 'V':
sStepSound = sprintf( "player/pl_duct%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
case 'D':
sStepSound = sprintf( "player/pl_dirt%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
case 'S':
sStepSound = sprintf( "player/pl_slosh%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
case 'T':
sStepSound = sprintf( "player/pl_tile%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
case 'G':
sStepSound = sprintf( "player/pl_grate%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
case 'W':
sStepSound = sprintf( "player/pl_step%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
case 'P':
sStepSound = sprintf( "player/pl_step%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
case 'Y':
sStepSound = sprintf( "player/pl_step%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
case 'N':
sStepSound = sprintf( "player/pl_snow%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
default:
sStepSound = sprintf( "player/pl_step%d.wav", floor( ( random() * 4 ) + 1 ) );
break;
}
sound( self, CHAN_BODY, sStepSound, 0.5, ATTN_IDLE );
self.fSteptime = time + fDelay;
}
}