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