109 lines
3.6 KiB
C
109 lines
3.6 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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/*
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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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#ifdef SSQC
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.float pitch;
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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 ); // Identifier
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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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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.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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#else
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void CSQC_ambient_generic( string sSample, float fVolume, float fAttenuation ) {
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sound( self, CHAN_VOICE, sSample, fVolume, fAttenuation );
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}
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#endif
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