47 lines
1.3 KiB
Plaintext
47 lines
1.3 KiB
Plaintext
/*
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* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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# OVERVIEW
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An ambient sound that makes a swampish noise.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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ambient_swamp2:ambient_generic
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{
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public:
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void ambient_swamp2(void);
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/* overrides */
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virtual void Spawned(void);
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};
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void
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ambient_swamp2::ambient_swamp2(void)
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{
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}
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void
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ambient_swamp2::Spawned(void)
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{
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m_strSpawnPath = "ambience/crickets.wav";
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m_flSpawnVolume = 0.5f;
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m_flSpawnPitch = 100.0f;
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spawnflags |= AS_MRADIUS;
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super::Spawned();
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} |