mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-11 15:38:12 +00:00
Rework sounds on AR2
This commit is contained in:
parent
1c118bd297
commit
01be8a39ba
86
dlls/ar2.cpp
86
dlls/ar2.cpp
@ -76,18 +76,36 @@ public:
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pev->owner = attacker->edict();
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pev->owner = attacker->edict();
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if( stage == 3 )
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if( stage == 3 )
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pev->dmgtime = gpGlobals->time + 5 ;
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{
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pev->dmgtime = gpGlobals->time + 6 ;
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// play launch sound
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switch (RANDOM_LONG(0, 2))
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2launch1.wav", 1, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2launch2.wav", 1, ATTN_NORM); break;
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}
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m_fGravgunSound = false;
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}
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if( stage == 2 && gpGlobals->time - pev->dmgtime > 15 )
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if( stage == 2 && gpGlobals->time - pev->dmgtime < 15 )
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pev->dmgtime = gpGlobals->time + 15 ;
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{
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pev->dmgtime = gpGlobals->time + 20 ;
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if( !m_fGravgunSound )
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "ar2/ar2gravgun.wav", 0.2, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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m_fGravgunSound = true;
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}
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}
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if( stage == 1 )
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if( stage == 1 )
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pev->dmgtime = gpGlobals->time + 15 ;
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pev->dmgtime = gpGlobals->time + 20 ;
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return 1600;
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return 1600;
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}
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}
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float m_flNextAttack;
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float m_flNextAttack;
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bool m_fRegisteredSound;
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bool m_fRegisteredSound;
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bool m_fGravgunSound;
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float m_flLastSound;
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int m_iShockWaveTexture;
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int m_iShockWaveTexture;
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};
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};
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@ -98,8 +116,8 @@ LINK_ENTITY_TO_CLASS(ar2grenade, CAR2Ball);
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int CAR2Ball::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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int CAR2Ball::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
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{
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Vector r = (pevInflictor->origin - pev->origin);
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Vector r = (pevInflictor->origin - pev->origin);
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pev->velocity = r * flDamage / -7;
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pev->velocity = pev->velocity + r * flDamage / -7;
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pev->avelocity.x = pev->avelocity.x*0.5 + RANDOM_FLOAT(100, -100);
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pev->avelocity.x = pev->avelocity.x * 0.5 + RANDOM_FLOAT(100, -100);
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}
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}
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@ -134,7 +152,7 @@ void CAR2Ball::Spawn()
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SET_MODEL(ENT(pev), "models/ar2grenade.mdl");
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SET_MODEL(ENT(pev), "models/ar2grenade.mdl");
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pev->dmg = 60;
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pev->dmg = 60;
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m_fRegisteredSound = FALSE;
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m_fRegisteredSound = FALSE;
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UTIL_SetSize(pev, Vector(-16, -16, -16), Vector(16, 16, 16));
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UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
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UTIL_SetOrigin(pev, pev->origin);
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UTIL_SetOrigin(pev, pev->origin);
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pev->avelocity.x = RANDOM_LONG(-1000, 1000);
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pev->avelocity.x = RANDOM_LONG(-1000, 1000);
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pev->avelocity.y = RANDOM_LONG(-1000, 1000);
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pev->avelocity.y = RANDOM_LONG(-1000, 1000);
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@ -158,6 +176,12 @@ CAR2Ball * CAR2Ball::AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVe
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pGrenade->pev->nextthink = gpGlobals->time;
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pGrenade->pev->nextthink = gpGlobals->time;
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pGrenade->pev->velocity = Vector(0, 0, 0);
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pGrenade->pev->velocity = Vector(0, 0, 0);
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}
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}
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// play launch sound
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switch (RANDOM_LONG(0, 2))
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{
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case 0: EMIT_SOUND(ENT(pGrenade->pev), CHAN_VOICE, "ar2/ar2launch1.wav", 1, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pGrenade->pev), CHAN_VOICE, "ar2/ar2launch2.wav", 1, ATTN_NORM); break;
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}
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return pGrenade;
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return pGrenade;
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}
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}
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@ -168,18 +192,6 @@ void CAR2Ball::AR2Touch(CBaseEntity *pOther)
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if (pOther->edict() == pev->owner)
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if (pOther->edict() == pev->owner)
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return;
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return;
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if( ( pev->velocity.Length() >= 500 ) && (pev->dmgtime - gpGlobals->time > 5 ) )
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{
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ALERT( at_console, "Slow detonate\n");
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pev->dmgtime = gpGlobals->time + 5 ;
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}
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if( pev->velocity.Length() >= 100 )
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{
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ALERT( at_console, "Decreasing dmgtime %f\n", pev->dmg - gpGlobals->time );
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pev->dmgtime -= pev->velocity.Length() / 5000;
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}
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// only do damage if we're moving fairly fast
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// only do damage if we're moving fairly fast
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if (m_flNextAttack < gpGlobals->time )
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if (m_flNextAttack < gpGlobals->time )
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{
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{
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@ -190,7 +202,17 @@ void CAR2Ball::AR2Touch(CBaseEntity *pOther)
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ClearMultiDamage();
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ClearMultiDamage();
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pOther->TraceAttack(pevOwner, 250, gpGlobals->v_forward, &tr, DMG_CLUB);
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pOther->TraceAttack(pevOwner, 250, gpGlobals->v_forward, &tr, DMG_CLUB);
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if( pOther->IsPlayer() || pOther->IsMoving() )
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if( pOther->IsPlayer() || pOther->IsMoving() )
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{
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pev->velocity = gpGlobals->v_forward.Normalize() * 1600;
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pev->velocity = gpGlobals->v_forward.Normalize() * 1600;
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// play bounce sound
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switch (RANDOM_LONG(0, 2))
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2strike1.wav", 1, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2strike2.wav", 1, ATTN_NORM); break;
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}
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m_fGravgunSound = false;
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m_flLastSound = gpGlobals->time;
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}
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ApplyMultiDamage(pev, pevOwner);
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ApplyMultiDamage(pev, pevOwner);
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m_flNextAttack = gpGlobals->time + 0.03; // debounce
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m_flNextAttack = gpGlobals->time + 0.03; // debounce
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}
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}
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@ -207,14 +229,16 @@ void CAR2Ball::AR2Touch(CBaseEntity *pOther)
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m_fRegisteredSound = TRUE;
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m_fRegisteredSound = TRUE;
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}
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}
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if( gpGlobals->time - m_flLastSound > 0.12 )
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{
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{
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// play bounce sound
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// play bounce sound
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switch (RANDOM_LONG(0, 2))
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switch (RANDOM_LONG(0, 2))
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{
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break;
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2bounce1.wav", 0.5, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2bounce2.wav", 0.5, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break;
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}
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}
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m_fGravgunSound = false;
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m_flLastSound = gpGlobals->time;
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}
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}
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pev->framerate = pev->velocity.Length() / 200.0;
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pev->framerate = pev->velocity.Length() / 200.0;
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@ -343,17 +367,14 @@ void CAR2Ball::Explode( TraceResult *pTrace, int bitsDamageType )
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RadiusDamage ( pev->origin, pev, pevOwner, 200, 30, CLASS_NONE, bitsDamageType );
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RadiusDamage ( pev->origin, pev, pevOwner, 200, 30, CLASS_NONE, bitsDamageType );
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flRndSound = RANDOM_FLOAT( 0 , 1 );
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//flRndSound = RANDOM_FLOAT( 0 , 1 );
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switch ( RANDOM_LONG( 0, 2 ) )
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2explosion.wav", 1, ATTN_NORM);
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break;
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}
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pev->effects |= EF_NODRAW;
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pev->effects |= EF_NODRAW;
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SetThink( &CAR2Ball::SUB_Remove );
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SetThink( &CAR2Ball::SUB_Remove );
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SetTouch( NULL );
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pev->velocity = g_vecZero;
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pev->velocity = g_vecZero;
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pev->nextthink = gpGlobals->time + 0.3;
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pev->nextthink = gpGlobals->time + 0.3;
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/*
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/*
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@ -536,7 +557,7 @@ void CAR2::PrimaryAttack()
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SetThink(&CAR2::Cleaner);
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SetThink(&CAR2::Cleaner);
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pev->nextthink = gpGlobals->time + 0.05;
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pev->nextthink = gpGlobals->time + 0.05;
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}
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}
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2s1.wav", 1, ATTN_NORM);
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "ar2s1.wav", 1, ATTN_NORM);
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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// HEV suit - indicate out of ammo condition
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@ -589,8 +610,9 @@ void CAR2::SecondaryAttack(void)
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
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gpGlobals->v_forward * 1600,5);
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gpGlobals->v_forward * 1600,5);
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// reload sound
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2launch.wav", 0.75, ATTN_NORM);
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if( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] )
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2launch.wav", 0.75, ATTN_NORM);
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MyAnim(AR2_LAUNCH);
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MyAnim(AR2_LAUNCH);
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m_flNextPrimaryAttack = gpGlobals->time + 1;
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m_flNextPrimaryAttack = gpGlobals->time + 1;
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@ -250,7 +250,7 @@ void CGrav::Attack(void)
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UpdateEffect( vecSrc, origin, 1 );
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UpdateEffect( vecSrc, origin, 1 );
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_STARTUP, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_STARTUP, 0.2, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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//if (crosent->pev->flags& FL_ONGROUND) { pev->velocity = pev->velocity * 0.95; };
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//if (crosent->pev->flags& FL_ONGROUND) { pev->velocity = pev->velocity * 0.95; };
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@ -263,7 +263,7 @@ void CGrav::Attack(void)
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}
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}
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else
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else
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{
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_FAILRUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, GRAV_SOUND_FAILRUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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crossent = NULL;
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crossent = NULL;
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}
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}
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if (gpGlobals->time >= m_flNextGravgunAttack)
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if (gpGlobals->time >= m_flNextGravgunAttack)
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@ -336,7 +336,7 @@ void CGrav::Attack2(void)
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crossent = TraceForward(m_pPlayer, 1000);
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crossent = TraceForward(m_pPlayer, 1000);
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if( !crossent || !(m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,0)) )
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if( !crossent || !(m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,0)) )
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{
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_FAILRUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, GRAV_SOUND_FAILRUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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crossent = NULL;
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crossent = NULL;
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}
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}
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}
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}
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@ -347,7 +347,7 @@ void CGrav::Attack2(void)
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if(crossent->IsBSPModel())
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if(crossent->IsBSPModel())
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origin = VecBModelOrigin( crossent->pev );
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origin = VecBModelOrigin( crossent->pev );
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UpdateEffect( vecSrc, origin, 1 );
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UpdateEffect( vecSrc, origin, 1 );
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_RUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, GRAV_SOUND_RUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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if(crossent->TouchGravGun(m_pPlayer, 0))
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if(crossent->TouchGravGun(m_pPlayer, 0))
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{
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{
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m_hAimentEntity = crossent;
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m_hAimentEntity = crossent;
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@ -455,7 +455,7 @@ void CGrav::GrabThink()
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pev->nextthink = gpGlobals->time + 0.001;
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pev->nextthink = gpGlobals->time + 0.001;
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}
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}
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else{
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else{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_OFF, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, GRAV_SOUND_OFF, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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m_iGrabFailures = 0;
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m_iGrabFailures = 0;
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SetThink(NULL);
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SetThink(NULL);
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if(m_hAimentEntity)
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if(m_hAimentEntity)
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@ -579,6 +579,7 @@ void CGrav::SecondaryAttack(void)
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if( m_hAimentEntity )
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if( m_hAimentEntity )
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{
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{
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m_hAimentEntity->pev->velocity = Vector(0,0,0);
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m_hAimentEntity->pev->velocity = Vector(0,0,0);
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EMIT_SOUND( ENT( m_hAimentEntity->pev ), CHAN_VOICE, "weapons/357_cock1.wav", 0.8, ATTN_NORM );
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m_hAimentEntity = NULL;
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m_hAimentEntity = NULL;
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}
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}
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}
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}
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