Exemple #1
0
void CBaseButton :: Precache( void )
{
	const char *pszSound;

	if( FBitSet( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ))
	{
		// this button should spark in OFF state
		UTIL_PrecacheSound( "buttons/spark1.wav" );
		UTIL_PrecacheSound( "buttons/spark2.wav" );
		UTIL_PrecacheSound( "buttons/spark3.wav" );
		UTIL_PrecacheSound( "buttons/spark4.wav" );
		UTIL_PrecacheSound( "buttons/spark5.wav" );
		UTIL_PrecacheSound( "buttons/spark6.wav" );
	}

	pszSound = UTIL_ButtonSound( m_sounds );
	pev->noise = UTIL_PrecacheSound( pszSound );

	// get door button sounds, for doors which require buttons to open
	if( m_iLockedSound )
	{
		pszSound = UTIL_ButtonSound( m_iLockedSound );
		m_ls.sLockedSound = UTIL_PrecacheSound( pszSound );
	}

	if( m_iUnlockedSound )
	{
		pszSound = UTIL_ButtonSound( m_iUnlockedSound );
		m_ls.sUnlockedSound = UTIL_PrecacheSound( pszSound );
	}

	// get sentence group names, for doors which are directly 'touched' to open
	switch( m_bLockedSentence )
	{
	case 1: m_ls.sLockedSentence = MAKE_STRING( "NA" ); break; // access denied
	case 2: m_ls.sLockedSentence = MAKE_STRING( "ND" ); break; // security lockout
	case 3: m_ls.sLockedSentence = MAKE_STRING( "NF" ); break; // blast door
	case 4: m_ls.sLockedSentence = MAKE_STRING( "NFIRE" ); break; // fire door
	case 5: m_ls.sLockedSentence = MAKE_STRING( "NCHEM" ); break; // chemical door
	case 6: m_ls.sLockedSentence = MAKE_STRING( "NRAD" ); break; // radiation door
	case 7: m_ls.sLockedSentence = MAKE_STRING( "NCON" ); break; // gen containment
	case 8: m_ls.sLockedSentence = MAKE_STRING( "NH" ); break; // maintenance door
	case 9: m_ls.sLockedSentence = MAKE_STRING( "NG" ); break; // broken door
	default: m_ls.sLockedSentence = 0; break;
	}

	switch( m_bUnlockedSentence )
	{
	case 1: m_ls.sUnlockedSentence = MAKE_STRING( "EA" ); break; // access granted
	case 2: m_ls.sUnlockedSentence = MAKE_STRING( "ED" ); break; // security door
	case 3: m_ls.sUnlockedSentence = MAKE_STRING( "EF" ); break; // blast door
	case 4: m_ls.sUnlockedSentence = MAKE_STRING( "EFIRE" ); break; // fire door
	case 5: m_ls.sUnlockedSentence = MAKE_STRING( "ECHEM" ); break; // chemical door
	case 6: m_ls.sUnlockedSentence = MAKE_STRING( "ERAD" ); break; // radiation door
	case 7: m_ls.sUnlockedSentence = MAKE_STRING( "ECON" ); break; // gen containment
	case 8: m_ls.sUnlockedSentence = MAKE_STRING( "EH" ); break; // maintenance door
	default: m_ls.sUnlockedSentence = 0; break;
	}
}
Exemple #2
0
void CRotButton::Precache( void )
{
	const char *pszSound;

	pszSound = UTIL_ButtonSound( m_sounds );
	pev->noise = UTIL_PrecacheSound( pszSound );
}
Exemple #3
0
void CEnvSpark::Precache(void)
{
	UTIL_PrecacheSound( "buttons/spark1.wav" );
	UTIL_PrecacheSound( "buttons/spark2.wav" );
	UTIL_PrecacheSound( "buttons/spark3.wav" );
	UTIL_PrecacheSound( "buttons/spark4.wav" );
	UTIL_PrecacheSound( "buttons/spark5.wav" );
	UTIL_PrecacheSound( "buttons/spark6.wav" );
}
Exemple #4
0
void CFuncRotating :: Precache( void )
{
	// set up fan sounds
	if( !FStringNull( pev->message ))
	{
		// if a path is set for a wave, use it
		pev->noise3 = UTIL_PrecacheSound( STRING( pev->message ));
	}
	else
	{
		int m_sound = UTIL_LoadSoundPreset( m_sounds );

		// otherwise use preset sound
		switch( m_sound )
		{
		case 1:
			pev->noise3 = UTIL_PrecacheSound( "fans/fan1.wav" );
			break;
		case 2:
			pev->noise3 = UTIL_PrecacheSound( "fans/fan2.wav" );
			break;
		case 3:
			pev->noise3 = UTIL_PrecacheSound( "fans/fan3.wav" );
			break;
		case 4:
			pev->noise3 = UTIL_PrecacheSound( "fans/fan4.wav" );
			break;
		case 5:
			pev->noise3 = UTIL_PrecacheSound( "fans/fan5.wav" );
			break;
		case 0:
			pev->noise3 = UTIL_PrecacheSound( "common/null.wav" );
			break;
		default:
			pev->noise3 = UTIL_PrecacheSound( m_sound );
			break;
		}
	}
	
	if( GetLocalAvelocity() != g_vecZero && !pev->friction )
	{
		// if fan was spinning, and we went through transition or save/restore,
		// make sure we restart the sound. 1.5 sec delay is magic number. KDB
		SetMoveDone( SpinUp );
		SetMoveDoneTime( 0.2 );
	}
}
Exemple #5
0
void CMomentaryDoor :: Precache( void )
{
	int m_sound = UTIL_LoadSoundPreset( m_iMoveSnd );

	// set the door's "in-motion" sound
	switch( m_sound )
	{
	case 1:
		pev->noise = UTIL_PrecacheSound( "doors/doormove1.wav" );
		break;
	case 2:
		pev->noise = UTIL_PrecacheSound( "doors/doormove2.wav" );
		break;
	case 3:
		pev->noise = UTIL_PrecacheSound( "doors/doormove3.wav" );
		break;
	case 4:
		pev->noise = UTIL_PrecacheSound( "doors/doormove4.wav" );
		break;
	case 5:
		pev->noise = UTIL_PrecacheSound( "doors/doormove5.wav" );
		break;
	case 6:
		pev->noise = UTIL_PrecacheSound( "doors/doormove6.wav" );
		break;
	case 7:
		pev->noise = UTIL_PrecacheSound( "doors/doormove7.wav" );
		break;
	case 8:
		pev->noise = UTIL_PrecacheSound( "doors/doormove8.wav" );
		break;
	case 0:
		pev->noise = MAKE_STRING( "common/null.wav" );
		break;
	default:
		pev->noise = UTIL_PrecacheSound( m_sound );
		break;
	}
}
	void PostActivate( void )
	{
		Vector		dir;
		CBaseEntity	*pOwner;
	
		if( FStringNull( pev->target ))
			return;	// dir set with angles

		pOwner = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ));
		if( !pOwner ) return; // dir set with angles

		if( pOwner->pFlags & PF_POINTENTITY )
		{
			// xash allows to precache from random place
			UTIL_PrecacheSound( "world/jumppad.wav" );

			pev->owner = pOwner->edict();
			pev->button = TRUE;	// Q3A trigger_push
		}
	}
Exemple #7
0
void CBaseDoor::Precache( void )
{
	const char *pszSound;

	int m_sound = UTIL_LoadSoundPreset( m_iMoveSnd );

	// set the door's "in-motion" sound
	switch( m_sound )
	{
	case 1:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove1.wav" );
		break;
	case 2:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove2.wav" );
		break;
	case 3:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove3.wav" );
		break;
	case 4:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove4.wav" );
		break;
	case 5:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove5.wav" );
		break;
	case 6:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove6.wav" );
		break;
	case 7:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove7.wav" );
		break;
	case 8:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove8.wav" );
		break;
	case 9:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove9.wav" );
		break;
	case 10:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove10.wav" );
		break;
	case 0:
		pev->noise1 = MAKE_STRING( "common/null.wav" );
		break;
	default:
		pev->noise1 = UTIL_PrecacheSound( m_sound );
		break;
	}

	m_sound = UTIL_LoadSoundPreset( m_iStopSnd );

	// set the door's 'reached destination' stop sound
	switch( m_sound )
	{
	case 1:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop1.wav" );
		break;
	case 2:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop2.wav" );
		break;
	case 3:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop3.wav" );
		break;
	case 4:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop4.wav" );
		break;
	case 5:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop5.wav" );
		break;
	case 6:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop6.wav" );
		break;
	case 7:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop7.wav" );
		break;
	case 8:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop8.wav" );
		break;
	case 0:
		pev->noise2 = MAKE_STRING( "common/null.wav" );
		break;
	default:
		pev->noise2 = UTIL_PrecacheSound( m_sound );
		break;
	}

	// get door button sounds, for doors which are directly 'touched' to open
	if( m_iLockedSound )
	{
		pszSound = UTIL_ButtonSound( m_iLockedSound );
		m_ls.sLockedSound = UTIL_PrecacheSound( pszSound );
	}

	if( m_iUnlockedSound )
	{
		pszSound = UTIL_ButtonSound( m_iUnlockedSound );
		m_ls.sUnlockedSound = UTIL_PrecacheSound( pszSound );
	}

	// get sentence group names, for doors which are directly 'touched' to open

	// get sentence group names, for doors which are directly 'touched' to open
	switch( m_bLockedSentence )
	{
	case 1: m_ls.sLockedSentence = MAKE_STRING( "NA" ); break; // access denied
	case 2: m_ls.sLockedSentence = MAKE_STRING( "ND" ); break; // security lockout
	case 3: m_ls.sLockedSentence = MAKE_STRING( "NF" ); break; // blast door
	case 4: m_ls.sLockedSentence = MAKE_STRING( "NFIRE" ); break; // fire door
	case 5: m_ls.sLockedSentence = MAKE_STRING( "NCHEM" ); break; // chemical door
	case 6: m_ls.sLockedSentence = MAKE_STRING( "NRAD" ); break; // radiation door
	case 7: m_ls.sLockedSentence = MAKE_STRING( "NCON" ); break; // gen containment
	case 8: m_ls.sLockedSentence = MAKE_STRING( "NH" ); break; // maintenance door
	case 9: m_ls.sLockedSentence = MAKE_STRING( "NG" ); break; // broken door
	default: m_ls.sLockedSentence = 0; break;
	}

	switch( m_bUnlockedSentence )
	{
	case 1: m_ls.sUnlockedSentence = MAKE_STRING( "EA" ); break; // access granted
	case 2: m_ls.sUnlockedSentence = MAKE_STRING( "ED" ); break; // security door
	case 3: m_ls.sUnlockedSentence = MAKE_STRING( "EF" ); break; // blast door
	case 4: m_ls.sUnlockedSentence = MAKE_STRING( "EFIRE" ); break; // fire door
	case 5: m_ls.sUnlockedSentence = MAKE_STRING( "ECHEM" ); break; // chemical door
	case 6: m_ls.sUnlockedSentence = MAKE_STRING( "ERAD" ); break; // radiation door
	case 7: m_ls.sUnlockedSentence = MAKE_STRING( "ECON" ); break; // gen containment
	case 8: m_ls.sUnlockedSentence = MAKE_STRING( "EH" ); break; // maintenance door
	default: m_ls.sUnlockedSentence = 0; break;
	}
}
Exemple #8
0
void CBaseTrainDoor::Precache( void )
{
	int m_sound = UTIL_LoadSoundPreset( m_iMoveSnd );

	// set the door's "in-motion" sound
	switch( m_sound )
	{
	case 1:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove1.wav" );
		break;
	case 2:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove2.wav" );
		break;
	case 3:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove3.wav" );
		break;
	case 4:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove4.wav" );
		break;
	case 5:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove5.wav" );
		break;
	case 6:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove6.wav" );
		break;
	case 7:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove7.wav" );
		break;
	case 8:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove8.wav" );
		break;
	case 9:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove9.wav" );
		break;
	case 10:
		pev->noise1 = UTIL_PrecacheSound( "doors/doormove10.wav" );
		break;
	case 0:
		pev->noise1 = MAKE_STRING( "common/null.wav" );
		break;
	default:
		pev->noise1 = UTIL_PrecacheSound( m_sound );
		break;
	}

	m_sound = UTIL_LoadSoundPreset( m_iStopSnd );

	// set the door's 'reached destination' stop sound
	switch( m_sound )
	{
	case 1:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop1.wav" );
		break;
	case 2:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop2.wav" );
		break;
	case 3:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop3.wav" );
		break;
	case 4:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop4.wav" );
		break;
	case 5:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop5.wav" );
		break;
	case 6:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop6.wav" );
		break;
	case 7:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop7.wav" );
		break;
	case 8:
		pev->noise2 = UTIL_PrecacheSound( "doors/doorstop8.wav" );
		break;
	case 0:
		pev->noise2 = MAKE_STRING( "common/null.wav" );
		break;
	default:
		pev->noise2 = UTIL_PrecacheSound( m_sound );
		break;
	}
}
void CItem::Precache( void )
{
	UTIL_PrecacheModel( pev->model, Model() );
	UTIL_PrecacheSound( PickSound());
	UTIL_PrecacheSound( FallSound());
}