void SoundManager::MovePlayer ( Event *ev ) { Player *player; Vector pos; player = SoundManager_GetPlayer(); if ( current && player ) { player->GetPlayerView( &pos, NULL ); if ( current->isSubclassOf( TriggerMusic ) || current->isSubclassOf( TriggerReverb ) ) { player->setOrigin( current->origin ); } else { player->setOrigin( current->origin - pos + player->origin ); } player->SetViewAngles( current->angles ); } }
void SoundManager::Replace ( Event *ev ) { Player *player; Vector ang; Vector pos; player = SoundManager_GetPlayer(); if ( current && player ) { player->GetPlayerView( &pos, &ang ); if ( current->isSubclassOf( TriggerMusic ) || current->isSubclassOf( TriggerReverb ) ) { current->setOrigin( player->origin ); } else { current->setOrigin( pos ); } current->setAngles( ang ); } UpdateUI(); }
void SoundManager::AddRandomSpeaker ( Event *ev ) { Player *player; Vector ang; Vector pos; player = SoundManager_GetPlayer(); if ( player ) { player->GetPlayerView( &pos, &ang ); current = new RandomSpeaker; current->setOrigin( pos ); current->setAngles( ang ); soundList.AddUniqueObject( current ); Show(); } UpdateUI(); }
void SoundManager::AddReverbTrigger ( Event *ev ) { Player *player; Vector ang; player = SoundManager_GetPlayer(); if ( player ) { player->GetPlayerView( NULL, &ang ); current = new TriggerReverb; // we grab the origin from the feet of the player current->setOrigin( player->origin ); current->setAngles( ang ); current->setSize( Vector( "-16 -16 0" ), Vector( "16 16 64" ) ); // make sure it doesn't trigger ( ( TriggerReverb * )current )->triggerable = false; soundList.AddUniqueObject( current ); Show(); } UpdateUI(); }
void SoundManager::AddMusicTrigger( Event * ) { Player *player; Vector ang; player = SoundManager_GetPlayer(); if ( player ) { player->GetPlayerView( NULL, &ang ); current = new TriggerMusic; // we grab the origin from the feet of the player current->setOrigin( player->origin ); current->setAngles( ang ); current->setSize( Vector(-16, -16, 0), Vector(16, 16, 64) ); // make sure it doesn't trigger ( ( TriggerMusic * )current )->triggerable = false; soundList.AddUniqueObject( current ); Show(); } UpdateUI(); }