void SP_target_speaker( gentity_t *ent ) {
	char	buffer[MAX_QPATH];
	char	*s;

	G_SpawnFloat( "wait", "0", &ent->wait );
	G_SpawnFloat( "random", "0", &ent->random );

	if ( G_SpawnString ( "soundSet", "", &s ) )
	{	// this is a sound set
		ent->s.soundSetIndex = G_SoundSetIndex(s);
		ent->s.eFlags = EF_PERMANENT;
		VectorCopy( ent->s.origin, ent->s.pos.trBase );
		trap->LinkEntity ((sharedEntity_t *)ent);
		return;
	}

	if ( !G_SpawnString( "noise", "NOSOUND", &s ) ) {
		// NONONONONO... just kill the ent and move along, please. --eez
		// trap->Error( ERR_DROP, "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
		Com_Printf("^3WARNING: target_speaker (%i) without a noise key at %s\n", ent->s.number, vtos( ent->s.origin ) );
		return;
	}

	// force all client reletive sounds to be "activator" speakers that
	// play on the entity that activates it
	if ( s[0] == '*' ) {
		ent->spawnflags |= 8;
	}

	Q_strncpyz( buffer, s, sizeof(buffer) );

	ent->noise_index = G_SoundIndex(buffer);

	// a repeating speaker can be done completely client side
	ent->s.eType = ET_SPEAKER;
	ent->s.eventParm = ent->noise_index;
	ent->s.frame = ent->wait * 10;
	ent->s.clientNum = ent->random * 10;


	// check for prestarted looping sound
	if ( ent->spawnflags & 1 ) {
		ent->s.loopSound = ent->noise_index;
		ent->s.loopIsSoundset = qfalse;
	}

	ent->use = Use_Target_Speaker;

	if (ent->spawnflags & 4) {
		ent->r.svFlags |= SVF_BROADCAST;
	}

	VectorCopy( ent->s.origin, ent->s.pos.trBase );

	// must link the entity so we get areas and clusters so
	// the server can determine who to send updates to
	trap->LinkEntity( (sharedEntity_t *)ent );
}
Beispiel #2
0
void G_PrecacheSoundsets( void ) {
	gentity_t	*ent = NULL;
	int i;
	int countedSets = 0;

	for ( i = 0; i < MAX_GENTITIES; i++ ) {
		ent = &g_entities[i];

		if ( ent->inuse && ent->soundSet && ent->soundSet[0] ) {
			if ( countedSets >= MAX_AMBIENT_SETS ) {
				Com_Error( ERR_DROP, "MAX_AMBIENT_SETS was exceeded! (too many soundsets)\n" );
			}

			ent->s.soundSetIndex = G_SoundSetIndex( ent->soundSet );
			countedSets++;
		}
	}
}