func_door: Use sound shaders instead of hardcoding sounds.
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90b716bd5d
commit
1b6e5985a4
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@ -0,0 +1,73 @@
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func_door.move_1
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{
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sample doors/doormove1.wav
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}
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func_door.move_2
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{
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sample doors/doormove2.wav
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}
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func_door.move_3
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{
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sample doors/doormove3.wav
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}
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func_door.move_4
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{
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sample doors/doormove4.wav
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}
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func_door.move_5
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{
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sample doors/doormove5.wav
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}
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func_door.move_6
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{
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sample doors/doormove6.wav
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}
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func_door.move_7
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{
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sample doors/doormove7.wav
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}
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func_door.move_8
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{
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sample doors/doormove8.wav
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}
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func_door.move_9
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{
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sample doors/doormove9.wav
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}
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func_door.move_10
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{
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sample doors/doormove10.wav
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}
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func_door.stop_1
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{
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sample doors/doorstop1.wav
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}
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func_door.stop_2
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{
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sample doors/doorstop2.wav
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}
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func_door.stop_3
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{
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sample doors/doorstop3.wav
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}
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func_door.stop_4
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{
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sample doors/doorstop4.wav
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}
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func_door.stop_5
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{
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sample doors/doorstop5.wav
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}
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func_door.stop_6
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{
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sample doors/doorstop6.wav
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}
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func_door.stop_7
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{
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sample doors/doorstop7.wav
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}
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func_door.stop_8
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{
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sample doors/doorstop8.wav
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}
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@ -119,7 +119,7 @@ func_door::Arrived(void)
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m_iState = DOORSTATE_RAISED;
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m_iState = DOORSTATE_RAISED;
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if (m_strSndStop) {
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if (m_strSndStop) {
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sound(this, CHAN_VOICE, m_strSndStop, 1.0f, ATTN_NORM);
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Sound_Play(this, CHAN_VOICE, m_strSndStop);
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} else {
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} else {
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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}
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}
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@ -149,7 +149,7 @@ void
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func_door::Returned(void)
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func_door::Returned(void)
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{
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{
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if (m_strSndStop) {
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if (m_strSndStop) {
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sound(this, CHAN_VOICE, m_strSndStop, 1.0f, ATTN_NORM);
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Sound_Play(this, CHAN_VOICE, m_strSndStop);
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} else {
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} else {
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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}
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}
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@ -165,7 +165,7 @@ void
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func_door::MoveBack(void)
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func_door::MoveBack(void)
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{
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{
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if (m_strSndMove) {
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if (m_strSndMove) {
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sound(this, CHAN_VOICE, m_strSndMove, 1.0f, ATTN_NORM);
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Sound_Play(this, CHAN_VOICE, m_strSndMove);
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} else {
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} else {
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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}
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}
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@ -187,7 +187,7 @@ func_door::MoveAway(void)
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}
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}
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if (m_strSndMove) {
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if (m_strSndMove) {
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sound(this, CHAN_VOICE, m_strSndMove, 1.0f, ATTN_NORM);
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Sound_Play(this, CHAN_VOICE, m_strSndMove);
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} else {
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} else {
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
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}
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}
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@ -430,15 +430,11 @@ func_door::SpawnKey(string strKey, string strValue)
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/* GoldSrc compat */
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/* GoldSrc compat */
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case "movesnd":
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case "movesnd":
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x = stoi(strValue);
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x = stoi(strValue);
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if (x >= 1 && x <= 10) {
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m_strSndMove = sprintf("func_door.move_%i", x);
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m_strSndMove = sprintf("doors/doormove%i.wav", x);
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}
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break;
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break;
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case "stopsnd":
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case "stopsnd":
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x = stoi(strValue);
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x = stoi(strValue);
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if (x >= 1 && x <= 8) {
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m_strSndStop = sprintf("func_door.stop_%i", x);
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m_strSndStop = sprintf("doors/doorstop%i.wav", x);
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}
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break;
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break;
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default:
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default:
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CBaseTrigger::SpawnKey(strKey, strValue);
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CBaseTrigger::SpawnKey(strKey, strValue);
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@ -451,9 +447,9 @@ func_door::func_door(void)
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CBaseTrigger::CBaseTrigger();
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CBaseTrigger::CBaseTrigger();
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if (m_strSndMove)
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if (m_strSndMove)
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precache_sound(m_strSndMove);
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Sound_Precache(m_strSndMove);
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if (m_strSndStop)
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if (m_strSndStop)
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precache_sound(m_strSndStop);
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Sound_Precache(m_strSndStop);
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}
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}
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void
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void
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