//----------------------------------------------------------------------------- // Purpose: Sound of a footstep //----------------------------------------------------------------------------- void CNPC_Monster::FootstepSound( bool fRightFoot ) { if( fRightFoot ) { EmitSound(UTIL_VarArgs("NPC_%s.FootstepRight", cSoundScript.ToCStr())); } else { EmitSound(UTIL_VarArgs("NPC_%s.FootstepLeft", cSoundScript.ToCStr())); } if( ShouldPlayFootstepMoan() ) { m_flNextMoanSound = gpGlobals->curtime; } }
//----------------------------------------------------------------------------- // Purpose: Sound of a footstep //----------------------------------------------------------------------------- void CNPC_PoisonZombie::FootstepSound( bool fRightFoot ) { if( fRightFoot ) { EmitSound( "NPC_PoisonZombie.FootstepRight" ); } else { EmitSound( "NPC_PoisonZombie.FootstepLeft" ); } if( ShouldPlayFootstepMoan() ) { m_flNextMoanSound = gpGlobals->curtime; MoanSound( envPoisonZombieMoanVolumeFast, ARRAYSIZE( envPoisonZombieMoanVolumeFast ) ); } }