implementation of ambient_drip. The only dedicated ambient sound in Deathmatch Classic.

This commit is contained in:
Marco Cawthorne 2023-04-16 16:26:35 -07:00
parent 2a988b7364
commit 2f6ef264b1
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
3 changed files with 51 additions and 1 deletions

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@ -8,7 +8,6 @@
## To-do list:
- Damage calculation is not done how DMC/Quake would, so rocket jumps are fatal most of the time.
- ambient_drip entity implementation is missing.
- All official maps need waypoints.
- Lots of inaccuracies, as this isn't based on any existing code.

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@ -0,0 +1,49 @@
/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*!QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
# OVERVIEW
An ambient sound that makes a dripping noise.
# TRIVIA
This entity was introduced in Quake (1996).
It's only used once in Deathmatch Classic.
*/
class
ambient_drip:ambient_generic
{
public:
void ambient_drip(void);
/* overrides */
virtual void Spawned(void);
};
void
ambient_drip::ambient_drip(void)
{
}
void
ambient_drip::Spawned(void)
{
m_strSpawnPath = "ambience/drips.wav";
m_flSpawnVolume = 0.5f;
m_flSpawnPitch = 100.0f;
spawnflags |= AS_MRADIUS;
super::Spawned();
}

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@ -72,6 +72,8 @@ item_armor.qc
item_health.qc
item_artifact.qc
ambient_drip.qc
../../../src/botlib/include.src
gamerules.qc