Some CSTRIKE and REWOLF soundshader stuff

This commit is contained in:
Marco Cawthorne 2020-04-03 14:42:39 +02:00
parent 7f2f32efb1
commit 639097249a
14 changed files with 196 additions and 134 deletions

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@ -0,0 +1,20 @@
weapon_ak47.fire
{
sample weapons/ak47-1.wav
sample weapons/ak47-2.wav
}
weapon_aug.fire
{
sample weapons/aug-1.wav
sample weapons/aug-2.wav
}
weapon_awp.fire
{
sample weapons/awp-1.wav
sample weapons/awp-2.wav
}
weapon_deagle.fire
{
sample weapons/deagle-1.wav
sample weapons/deagle-2.wav
}

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@ -0,0 +1,81 @@
weapon_dml.customize
{
sample weapons/dml_customize.wav
}
weapon_dml.fire
{
sample weapons/dml_fire.wav
}
weapon_dml.reload
{
sample weapons/dml_reload.wav
}
weapon_fists.knifedraw
{
sample weapons/KnifeDraw.wav
}
weapon_fists.hitleft
{
sample weapons/LeftPunch.wav
sample weapons/LeftPunch2.wav
sample weapons/LeftPunch3.wav
}
weapon_fists.hitright
{
sample weapons/RightPunch.wav
sample weapons/RightPunch2.wav
sample weapons/RightPunch3.wav
}
weapon_fists.missknife
{
sample weapons/cbar_miss1.wav
sample weapons/cbar_miss2.wav
}
weapon_gausspistol.charge
{
sample weapons/gauss_charge.wav
}
weapon_gausspistol.firecharge
{
sample weapons/gauss_fire2.wav
}
weapon_gausspistol.firefast
{
sample weapons/gauss_fire4.wav
}
weapon_gausspistol.firesingle
{
sample weapons/gauss_fire1.wav
}
weapon_minigun.fire
{
sample weapons/hks1.wav
sample weapons/hks2.wav
sample weapons/hks3.wav
}
weapon_minigun.spindown
{
sample weapons/MechaSpinDown.wav
}
weapon_minigun.spinup
{
sample weapons/MechaSpinUp.wav
}
weapon_shotgun.fire
{
sample weapons/sbarrel1.wav
}

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@ -1,6 +0,0 @@
game "Gunman Chronicles"
mpentity "info_player_deathmatch"
size "496200000"
startmap "city1a"
url_info "www.gunmanchronicles.com"
version "1.0"

View File

@ -26,6 +26,9 @@ enum {
void
w_ak47_precache(void)
{
#ifdef SSQC
Sound_Precache("weapon_ak47.fire");
#endif
precache_model("models/v_ak47.mdl");
precache_model("models/w_ak47.mdl");
precache_model("models/p_ak47.mdl");
@ -127,12 +130,9 @@ w_ak47_primary(void)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
if (random() < 0.5) {
sound(pl, CHAN_WEAPON, "weapons/ak47-1.wav", 1.0f, ATTN_NORM);
} else {
sound(pl, CHAN_WEAPON, "weapons/ak47-2.wav", 1.0f, ATTN_NORM);
}
Sound_Play(pl, CHAN_WEAPON, "weapon_ak47.fire");
#endif
pl.w_attack_next = 0.0955f;

View File

@ -26,6 +26,9 @@ enum {
void
w_aug_precache(void)
{
#ifdef SSQC
Sound_Precache("weapon_aug.fire");
#endif
precache_model("models/v_aug.mdl");
precache_model("models/w_aug.mdl");
precache_model("models/p_aug.mdl");
@ -128,11 +131,7 @@ w_aug_primary(void)
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
if (random() < 0.5) {
sound(pl, CHAN_WEAPON, "weapons/aug-1.wav", 1.0f, ATTN_NORM);
} else {
sound(pl, CHAN_WEAPON, "weapons/aug-2.wav", 1.0f, ATTN_NORM);
}
Sound_Play(pl, CHAN_WEAPON, "weapon_aug.fire");
#endif
pl.w_attack_next = 0.0955f;

View File

@ -26,6 +26,9 @@ enum {
void
w_awp_precache(void)
{
#ifdef SSQC
Sound_Precache("weapon_awp.fire");
#endif
precache_model("models/v_awp.mdl");
precache_model("models/w_awp.mdl");
precache_model("models/p_awp.mdl");
@ -128,11 +131,7 @@ w_awp_primary(void)
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
if (random() < 0.5) {
sound(pl, CHAN_WEAPON, "weapons/awp-1.wav", 1.0f, ATTN_NORM);
} else {
sound(pl, CHAN_WEAPON, "weapons/awp-2.wav", 1.0f, ATTN_NORM);
}
Sound_Play(pl, CHAN_WEAPON, "weapon_awp.fire");
#endif
pl.w_attack_next = 0.0955f;

View File

@ -26,11 +26,12 @@ enum {
void
w_deagle_precache(void)
{
#ifdef SSQC
Sound_Precache("weapon_deagle.fire");
#endif
precache_model("models/v_deagle.mdl");
precache_model("models/w_deagle.mdl");
precache_model("models/p_deagle.mdl");
precache_sound("weapons/deagle-1.wav");
precache_sound("weapons/deagle-2.wav");
}
void
@ -130,11 +131,7 @@ w_deagle_primary(void)
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
if (random() < 0.5) {
sound(pl, CHAN_WEAPON, "weapons/deagle-1.wav", 1.0f, ATTN_NORM);
} else {
sound(pl, CHAN_WEAPON, "weapons/deagle-2.wav", 1.0f, ATTN_NORM);
}
Sound_Play(pl, CHAN_WEAPON, "weapon_deagle.fire");
#endif
pl.w_attack_next = 0.0955f;

View File

@ -94,8 +94,9 @@ w_dml_release(void)
} else {
Weapons_ViewAnimation(DML_RELOADLEFT);
}
sound(pl, CHAN_WEAPON, "weapons/dml_reload.wav", 1.0f, ATTN_NORM);
#ifdef SSQC
Sound_Play(pl, CHAN_WEAPON, "weapon_dml.reload");
#endif
pl.w_attack_next = 1.6f;
pl.w_idle_next = pl.w_attack_next;
pl.a_ammo3 = DS_FULL;
@ -131,7 +132,9 @@ w_dml_primary(void)
pl.a_ammo1 = 0;
pl.flags &= ~FL_SEMI_TOGGLED;
Weapons_ViewAnimation(DML_CUSTOMIZE);
sound(pl, 8, "weapons/dml_customize.wav", 1.0f, ATTN_NORM);
#ifdef SSQC
Sound_Play(pl, 8, "weapon_dml.customize");
#endif
pl.w_attack_next = 4.0f;
pl.w_idle_next = 5.0f;
return;
@ -149,7 +152,7 @@ w_dml_primary(void)
src = Weapons_GetCameraPos();
#ifdef SSQC
sound(pl, CHAN_WEAPON, "weapons/dml_fire.wav", 1.0f, ATTN_NORM);
Sound_Play(pl, CHAN_WEAPON, "weapon_dml.fire");
#endif
Weapons_ViewAnimation(DML_FIRE);
@ -353,11 +356,12 @@ w_dml_precache(void)
{
precache_model("models/v_dml.mdl");
precache_model("sprites/laserdot.spr");
precache_sound("weapons/dml_reload.wav");
precache_sound("weapons/dml_customize.wav");
precache_sound("weapons/dml_fire.wav");
#ifdef SSQC
Sound_Precache("weapon_dml.customize");
Sound_Precache("weapon_dml.fire");
Sound_Precache("weapon_dml.reload");
clientstat(42, EV_INTEGER, player::dml_launch);
clientstat(43, EV_INTEGER, player::dml_flightpath);
clientstat(44, EV_INTEGER, player::dml_detonate);

View File

@ -54,7 +54,9 @@ w_fists_draw(void)
Weapons_SetModel("models/v_hands.mdl");
Weapons_SetGeomset("geomset 1 2\n");
Weapons_ViewAnimation(KNIFE_DRAW);
sound(pl, CHAN_WEAPON, "weapons/KnifeDraw.wav", 1.0f, ATTN_NORM);
#ifdef SSQC
Sound_Play(pl, CHAN_WEAPON, "weapon_fists.knifedraw");
#endif
}
void
@ -74,9 +76,11 @@ w_fists_release(void)
}
if (pl.a_ammo3 == HS_FISTS_TO_KNIFE) {
#ifdef SSQC
Sound_Play(pl, CHAN_WEAPON, "weapon_fists.knifedraw");
#endif
Weapons_ViewAnimation(KNIFE_DRAW);
Weapons_SetGeomset("geomset 1 2\n");
sound(pl, CHAN_WEAPON, "weapons/KnifeDraw.wav", 1.0f, ATTN_NORM);
pl.a_ammo3 = HS_KNIFE;
pl.w_attack_next = 0.75f;
pl.w_idle_next = pl.w_attack_next;
@ -124,58 +128,6 @@ w_fists_release(void)
}
}
void
w_fists_leftsound(void)
{
player pl = (player)self;
int r;
r = (float)input_sequence % 3;
switch (r) {
case 0:
sound(pl, CHAN_WEAPON, "weapons/LeftPunch.wav", 1.0f, ATTN_NORM);
break;
case 1:
sound(pl, CHAN_WEAPON, "weapons/LeftPunch2.wav", 1.0f, ATTN_NORM);
break;
default:
sound(pl, CHAN_WEAPON, "weapons/LeftPunch3.wav", 1.0f, ATTN_NORM);
}
}
void
w_fists_rightsound(void)
{
player pl = (player)self;
int r;
r = (float)input_sequence % 3;
switch (r) {
case 0:
sound(pl, CHAN_WEAPON, "weapons/RightPunch.wav", 1.0f, ATTN_NORM);
break;
case 1:
sound(pl, CHAN_WEAPON, "weapons/RightPunch2.wav", 1.0f, ATTN_NORM);
break;
default:
sound(pl, CHAN_WEAPON, "weapons/RightPunch3.wav", 1.0f, ATTN_NORM);
}
}
void
w_fists_misssound(void)
{
player pl = (player)self;
int r;
r = (float)input_sequence % 2;
switch (r) {
case 0:
sound(pl, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1.0f, ATTN_NORM);
break;
default:
sound(pl, CHAN_WEAPON, "weapons/cbar_miss2.wav", 1.0f, ATTN_NORM);
}
}
void
w_fists_primary(void)
{
@ -185,9 +137,11 @@ w_fists_primary(void)
}
pl.a_ammo1 = 1 - pl.a_ammo1;
w_fists_misssound();
if (pl.a_ammo3 == HS_KNIFE) {
#ifdef SSQC
Sound_Play(pl, 8, "weapon_fists.missknife");
#endif
if (pl.a_ammo1 == 1) {
Weapons_ViewAnimation(KNIFE_ATTACK1);
} else {
@ -198,8 +152,14 @@ w_fists_primary(void)
} else {
if (pl.a_ammo1 == 1) {
Weapons_ViewAnimation(FISTS_RIGHT);
#ifdef SSQC
Sound_Play(pl, CHAN_WEAPON, "weapon_fists.hitright");
#endif
} else {
Weapons_ViewAnimation(FISTS_LEFT);
#ifdef SSQC
Sound_Play(pl, CHAN_WEAPON, "weapon_fists.hitleft");
#endif
}
pl.w_attack_next = 0.25f;
pl.w_idle_next = pl.w_attack_next;
@ -291,16 +251,14 @@ w_fists_hudpic(int selected, vector pos, float a)
void
w_fists_precache(void)
{
#ifdef SSQC
Sound_Precache("weapon_fists.knifedraw");
Sound_Precache("weapon_fists.hitleft");
Sound_Precache("weapon_fists.hitright");
Sound_Precache("weapon_fists.missknife");
#endif
precache_model("models/v_hands.mdl");
precache_sound("weapons/KnifeDraw.wav");
precache_sound("weapons/LeftPunch.wav");
precache_sound("weapons/LeftPunch2.wav");
precache_sound("weapons/LeftPunch3.wav");
precache_sound("weapons/RightPunch.wav");
precache_sound("weapons/RightPunch2.wav");
precache_sound("weapons/RightPunch3.wav");
precache_sound("weapons/cbar_miss1.wav");
precache_sound("weapons/cbar_miss2.wav");
}
weapon_t w_fists =

View File

@ -111,7 +111,7 @@ w_gausspistol_primary(void)
case GM_FAST:
Weapons_ViewAnimation(GP_FIREFAST);
#ifdef SSQC
sound(self, CHAN_WEAPON, "weapons/gauss_fire4.wav", 1, ATTN_NORM);
Sound_Play(pl, CHAN_WEAPON, "weapon_gausspistol.firefast");
#endif
pl.w_attack_next = 0.15f;
pl.w_idle_next = 2.5f;
@ -120,8 +120,8 @@ w_gausspistol_primary(void)
take = 10;
Weapons_ViewAnimation(GP_FIRECHARGE);
#ifdef SSQC
sound(self, CHAN_WEAPON, "weapons/gauss_fire2.wav", 1, ATTN_NORM);
sound(self, 8, "weapons/gauss_charge.wav", 1, ATTN_NORM);
Sound_Play(pl, CHAN_WEAPON, "weapon_gausspistol.firecharge");
Sound_Play(pl, 8, "weapon_gausspistol.charge");
#endif
pl.w_attack_next = 2.0f;
pl.w_idle_next = 5.0f;
@ -130,7 +130,7 @@ w_gausspistol_primary(void)
pl.flags &= ~FL_SEMI_TOGGLED;
Weapons_ViewAnimation(GP_FIRESINGLE);
#ifdef SSQC
sound(self, CHAN_WEAPON, "weapons/gauss_fire1.wav", 1, ATTN_NORM);
Sound_Play(pl, CHAN_WEAPON, "weapon_gausspistol.firesingle");
#endif
pl.w_attack_next = 0.15f;
pl.w_idle_next = 2.5f;
@ -349,13 +349,17 @@ w_gausspistol_hudpic(int selected, vector pos, float a)
void
w_gausspistol_precache(void)
{
#ifdef SSQC
Sound_Precache("weapon_gausspistol.charge");
Sound_Precache("weapon_gausspistol.firecharge");
Sound_Precache("weapon_gausspistol.firefast");
Sound_Precache("weapon_gausspistol.firesingle");
#endif
precache_model("models/v_guasspistol.mdl");
precache_model("sprites/gausshud1.spr");
precache_model("sprites/gausshud2.spr");
precache_sound("weapons/gauss_fire4.wav");
precache_sound("weapons/gauss_fire2.wav");
precache_sound("weapons/gauss_fire1.wav");
precache_sound("weapons/gauss_charge.wav");
}
weapon_t w_gausspistol =

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@ -93,17 +93,7 @@ w_minigun_primary(void)
src = Weapons_GetCameraPos();
#ifdef SSQC
int r = floor(random(0,3));
switch (r) {
case 0:
sound(pl, CHAN_WEAPON, "weapons/hks1.wav", 1.0f, ATTN_NORM);
break;
case 1:
sound(pl, CHAN_WEAPON, "weapons/hks2.wav", 1.0f, ATTN_NORM);
break;
default:
sound(pl, CHAN_WEAPON, "weapons/hks3.wav", 1.0f, ATTN_NORM);
}
Sound_Play(pl, CHAN_WEAPON, "weapon_minigun.fire");
#else
View_SetMuzzleflash(MUZZLE_RIFLE);
Weapons_ViewPunchAngle([-2,0,0]);
@ -145,9 +135,9 @@ w_minigun_secondary(void)
#ifdef SSQC
if (pl.a_ammo3 == 0) {
sound(pl, 8, "weapons/MechaSpinUp.wav", 1.0f, ATTN_NORM);
Sound_Play(pl, 8, "weapon_minigun.spinup");
} else {
sound(pl, 8, "weapons/MechaSpinDown.wav", 1.0f, ATTN_NORM);
Sound_Play(pl, 8, "weapon_minigun.spindown");
}
#else
if (pl.a_ammo3 == 0) {
@ -261,14 +251,14 @@ w_minigun_hudpic(int selected, vector pos, float a)
void
w_minigun_precache(void)
{
#ifdef SSQC
Sound_Precache("weapon_minigun.fire");
Sound_Precache("weapon_minigun.spindown");
Sound_Precache("weapon_minigun.spinup");
#endif
precache_model("models/v_mechagun.mdl");
precache_model("models/w_mechagun.mdl");
precache_model("models/p_9mmar.mdl");
precache_sound("weapons/MechaSpinDown.wav");
precache_sound("weapons/MechaSpinUp.wav");
precache_sound("weapons/hks1.wav");
precache_sound("weapons/hks2.wav");
precache_sound("weapons/hks3.wav");
}
weapon_t w_minigun =

View File

@ -104,7 +104,7 @@ w_shotgun_primary(void)
pellets = pl.shotgun_shells * 4;
TraceAttack_FireBullets(pellets, src, 5, spread, WEAPON_SHOTGUN);
sound(self, CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM);
Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.fire");
#else
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-5,0,0]);
@ -318,9 +318,9 @@ w_shotgun_precache(void)
precache_model("models/v_shotgun.mdl");
precache_model("models/w_shotgun.mdl");
precache_model("models/p_shotgun.mdl");
precache_sound("weapons/sbarrel1.wav");
#ifdef SSQC
Sound_Precache("weapon_shotgun.fire");
clientstat(40, EV_INTEGER, player::shotgun_shells);
clientstat(41, EV_INTEGER, player::shotgun_spread);
#endif

View File

@ -39,12 +39,14 @@ enum
void
w_sbs_precache(void)
{
#ifdef SSQC
Sound_Precache("weapon_sbs.cock");
Sound_Precache("weapon_sbs.fire");
Sound_Precache("weapon_sbs.reload");
#endif
precache_model("models/v_tfc_12gauge.mdl");
precache_model("models/p_shotgun.mdl");
precache_sound("weapons/sbarrel1.wav");
precache_sound("weapons/dbarrel1.wav");
precache_sound("weapons/reload3.wav");
precache_sound("weapons/scock1.wav");
}
void
@ -119,7 +121,7 @@ w_sbs_primary(void)
#ifdef SSQC
TraceAttack_FireBullets(4, pl.origin + pl.view_ofs, 6, [0.17365,0.04362], WEAPON_SBS);
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM);
Sound_Play(pl, CHAN_WEAPON, "weapon_sbs.fire");
pl.shotgun_mag--;
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, __NULL__);
#else
@ -200,7 +202,7 @@ w_sbs_release(void)
pl.shotgun_mag++;
pl.ammo_shells--;
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, pl.a_ammo3);
sound(pl, CHAN_WEAPON, "weapons/reload3.wav", 1.0, ATTN_NORM);
Sound_Play(pl, CHAN_WEAPON, "weapon_sbs.reload");
if (pl.ammo_shells <= 0 || pl.shotgun_mag >= 8) {
pl.a_ammo3 = SBS_RELOAD_END;
}
@ -209,7 +211,7 @@ w_sbs_release(void)
} else if (pl.a_ammo3 == SBS_RELOAD_END) {
Weapons_ViewAnimation(SBS_PUMP);
#ifdef SSQC
sound(pl, CHAN_WEAPON, "weapons/scock1.wav", 1.0, ATTN_NORM);
Sound_Play(pl, CHAN_WEAPON, "weapon_sbs.cock");
#endif
pl.a_ammo3 = SBS_IDLE;
pl.w_idle_next = 10.0f;

View File

@ -0,0 +1,14 @@
weapon_sbs.cock
{
sample weapons/scock1.wav
}
weapon_sbs.fire
{
sample weapons/sbarrel1.wav
}
weapon_sbs.reload
{
sample weapons/reload3.wav
}