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; } }
void CRotButton::Precache( void ) { const char *pszSound; pszSound = UTIL_ButtonSound( m_sounds ); pev->noise = UTIL_PrecacheSound( pszSound ); }
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" ); }
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 ); } }
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 } }
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; } }
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()); }