Exemplo n.º 1
0
void CL_EntityEvent(entity_state_t *ent)
{
	switch (ent->event)
	{
		case EV_ITEM_RESPAWN:
			S_StartSound(NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
			CL_ItemRespawnParticles(ent->origin);
			break;
		case EV_PLAYER_TELEPORT:
			S_StartSound(NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
			CL_TeleportParticles(ent->origin);
			break;
		case EV_FOOTSTEP:
			if (cl_footsteps->value)
				S_StartSound(NULL, ent->number, CHAN_BODY, cl_sfx_footsteps[rand() & 3], 1, ATTN_NORM, 0);
			break;
		case EV_FALLSHORT:
			S_StartSound(NULL, ent->number, CHAN_AUTO, S_RegisterSound("player/land1.wav"), 1, ATTN_NORM, 0);
			break;
		case EV_FALL:
			S_StartSound(NULL, ent->number, CHAN_AUTO, S_RegisterSound("*fall2.wav"), 1, ATTN_NORM, 0);
			break;
		case EV_FALLFAR:
			S_StartSound(NULL, ent->number, CHAN_AUTO, S_RegisterSound("*fall1.wav"), 1, ATTN_NORM, 0);
			break;
	}
}
Exemplo n.º 2
0
void CL_EntityEvent (entity_state_t *ent)
{
	switch (ent->event)
	{
	case EV_ITEM_RESPAWN:
		S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
		CL_ItemRespawnParticles (ent->origin);
		break;
	case EV_PLAYER_TELEPORT:
		S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
		CL_TeleportParticles (ent->origin);
		break;
	case EV_FOOTSTEP:
		if (cl_footsteps->value)
//Knightmare- Lazarus footsteps
			//S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_footsteps[rand()&3], 1, ATTN_NORM, 0);
			CL_FootSteps (ent, false);
		break;
	case EV_LOUDSTEP:
		if (cl_footsteps->value)
			CL_FootSteps (ent, true);
		break;
//end Knightmare
	case EV_FALLSHORT:
		S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("player/land1.wav"), 1, ATTN_NORM, 0);
		break;
	case EV_FALL:
		S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall2.wav"), 1, ATTN_NORM, 0);
		break;
	case EV_FALLFAR:
		S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall1.wav"), 1, ATTN_NORM, 0);
		break;
//Knightmare- more Lazarus sounds
	case EV_SLOSH:
		S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_slosh[rand()&3], 0.5, ATTN_NORM, 0);
		break;
	case EV_WADE:
		S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_wade[rand()&3], 0.5, ATTN_NORM, 0);
		break;
	case EV_WADE_MUD:
		S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_mud_wade[rand()&1], 0.5, ATTN_NORM, 0);
		break;
	case EV_CLIMB_LADDER:
		S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_ladder[rand()&3], 0.5, ATTN_NORM, 0);
		break;
//end Knightmare
	}
}
Exemplo n.º 3
0
// an entity has just been parsed that has an event value
static void entity_event(int number)
{
    centity_t *cent = &cl_entities[number];

    // EF_TELEPORTER acts like an event, but is not cleared each frame
    if ((cent->current.effects & EF_TELEPORTER) && CL_FRAMESYNC) {
        CL_TeleporterParticles(cent->current.origin);
    }

#if USE_FPS
    if (cent->event_frame != cl.frame.number)
        return;
#endif

    switch (cent->current.event) {
    case EV_ITEM_RESPAWN:
        S_StartSound(NULL, number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
        CL_ItemRespawnParticles(cent->current.origin);
        break;
    case EV_PLAYER_TELEPORT:
        S_StartSound(NULL, number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
        CL_TeleportParticles(cent->current.origin);
        break;
    case EV_FOOTSTEP:
        if (cl_footsteps->integer)
            S_StartSound(NULL, number, CHAN_BODY, cl_sfx_footsteps[rand() & 3], 1, ATTN_NORM, 0);
        break;
    case EV_FALLSHORT:
        S_StartSound(NULL, number, CHAN_AUTO, S_RegisterSound("player/land1.wav"), 1, ATTN_NORM, 0);
        break;
    case EV_FALL:
        S_StartSound(NULL, number, CHAN_AUTO, S_RegisterSound("*fall2.wav"), 1, ATTN_NORM, 0);
        break;
    case EV_FALLFAR:
        S_StartSound(NULL, number, CHAN_AUTO, S_RegisterSound("*fall1.wav"), 1, ATTN_NORM, 0);
        break;
    }
}