Add damage_bullet sound shader definitions. Those are played when a bullet

successfully hits a hurtable body.
This commit is contained in:
Marco Cawthorne 2021-03-27 09:09:10 +01:00
parent 08a4080c66
commit 5b07ee41a9
4 changed files with 8 additions and 1 deletions

View File

@ -0,0 +1,5 @@
damage_bullet.hit
{
sample weapons/bullet_hit1.wav
sample weapons/bullet_hit2.wav
}

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@ -485,6 +485,7 @@ initents(void)
Sound_Precache("player.gaspheavy");
Sound_Precache("player.waterenter");
Sound_Precache("player.waterexit");
Sound_Precache("damage_bullet.hit");
Game_InitRules();
Game_Worldspawn();

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@ -58,6 +58,7 @@ TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon)
iDamage *= 3;
#endif
Damage_Apply(trace_ent, self, iDamage, iWeapon, DMG_BULLET);
Sound_Play(trace_ent, CHAN_BODY, "damage_bullet.hit");
}
if (trace_ent.iBleeds == TRUE) {

View File

@ -1509,7 +1509,7 @@ void(entity e, vector min, vector max) setsize = #4; /*
Sets the e's mins and maxs fields. Also relinks collision state, which sets absmin and absmax too. */
#endif
#ifdef SSQC
#if defined(CSQC) || defined(SSQC)
void() breakpoint = #6; /*
Trigger a debugging event. FTE will break into the qc debugger. Other engines may crash with a debug execption. */