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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-02-05 11:34:41 +00:00
Add snow step sound
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017d3d8295
commit
4fe0da6355
@ -238,6 +238,14 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
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fattn = 1.0;
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cnt = 2;
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break;
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case CHAR_TEX_SNOW:
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fvol = 0.9;
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fvolbar = 0.1;
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rgsz[0] = "player/pl_snow1.wav";
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rgsz[1] = "player/pl_snow2.wav";
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rgsz[2] = "player/pl_snow3.wav";
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cnt = 3;
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break;
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}
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// play material hit sound
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@ -892,6 +892,11 @@ void ClientPrecache( void )
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PRECACHE_SOUND( "player/pl_wade3.wav" );
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PRECACHE_SOUND( "player/pl_wade4.wav" );
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PRECACHE_SOUND( "player/pl_snow1.wav" ); // walk on snow
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PRECACHE_SOUND( "player/pl_snow2.wav" );
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PRECACHE_SOUND( "player/pl_snow3.wav" );
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PRECACHE_SOUND( "player/pl_snow4.wav" );
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PRECACHE_SOUND( "debris/wood1.wav" ); // hit wood texture
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PRECACHE_SOUND( "debris/wood2.wav" );
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PRECACHE_SOUND( "debris/wood3.wav" );
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@ -598,6 +598,7 @@ void CCTFMultiplay::ChangePlayerTeam(CBasePlayer *pPlayer, int iTeam)
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WRITE_BYTE(ENTINDEX(pPlayer->edict()));
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WRITE_SHORT(pPlayer->pev->frags);
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WRITE_SHORT(pPlayer->m_iDeaths);
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WRITE_SHORT(0);
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WRITE_SHORT(pPlayer->pev->team);
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MESSAGE_END();
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@ -1652,6 +1652,14 @@ float TEXTURETYPE_PlaySound( TraceResult *ptr, Vector vecSrc, Vector vecEnd, in
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fattn = 1.0;
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cnt = 2;
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break;
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case CHAR_TEX_SNOW:
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fvol = 0.9;
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fvolbar = 0.1;
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rgsz[0] = "player/pl_snow1.wav";
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rgsz[1] = "player/pl_snow2.wav";
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rgsz[2] = "player/pl_snow3.wav";
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cnt = 3;
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break;
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}
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// did we hit a breakable?
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@ -72,6 +72,7 @@ playermove_t *pmove = NULL;
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#define CHAR_TEX_COMPUTER 'P'
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#define CHAR_TEX_GLASS 'Y'
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#define CHAR_TEX_FLESH 'F'
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#define CHAR_TEX_SNOW 'O'
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#define STEP_CONCRETE 0 // default step sound
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#define STEP_METAL 1 // metal floor
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@ -82,6 +83,7 @@ playermove_t *pmove = NULL;
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#define STEP_SLOSH 6 // shallow liquid puddle
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#define STEP_WADE 7 // wading in liquid
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#define STEP_LADDER 8 // climbing ladder
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#define STEP_SNOW 9
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#define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet
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#define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet
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@ -486,6 +488,25 @@ void PM_PlayStepSound( int step, float fvol )
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break;
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}
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break;
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case STEP_SNOW:
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switch( irand )
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{
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// right foot
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case 0:
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_snow1.wav", fvol, ATTN_NORM, 0, PITCH_NORM );
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break;
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case 1:
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_snow3.wav", fvol, ATTN_NORM, 0, PITCH_NORM );
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break;
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// left foot
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case 2:
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_snow2.wav", fvol, ATTN_NORM, 0, PITCH_NORM );
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break;
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case 3:
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pmove->PM_PlaySound( CHAN_BODY, "player/pl_snow4.wav", fvol, ATTN_NORM, 0, PITCH_NORM );
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break;
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}
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break;
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}
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}
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@ -508,6 +529,8 @@ int PM_MapTextureTypeStepType( char chTextureType )
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return STEP_TILE;
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case CHAR_TEX_SLOSH:
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return STEP_SLOSH;
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case CHAR_TEX_SNOW:
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return STEP_SNOW;
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}
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}
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@ -646,7 +669,8 @@ void PM_UpdateStepSound( void )
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fvol = fWalking ? 0.2 : 0.5;
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pmove->flTimeStepSound = fWalking ? 400 : 300;
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break;
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case CHAR_TEX_DIRT:
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case CHAR_TEX_DIRT:
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case CHAR_TEX_SNOW:
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fvol = fWalking ? 0.25 : 0.55;
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pmove->flTimeStepSound = fWalking ? 400 : 300;
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break;
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