env_spark: Use sound shaders instead of hard-coding sfx paths.

This commit is contained in:
Marco Cawthorne 2020-09-09 21:29:29 +02:00
parent 4d3cace6da
commit 90b716bd5d
2 changed files with 12 additions and 15 deletions

View File

@ -0,0 +1,10 @@
env_spark.sfx
{
attenuation idle
sample buttons/spark1.wav
sample buttons/spark2.wav
sample buttons/spark3.wav
sample buttons/spark4.wav
sample buttons/spark5.wav
sample buttons/spark6.wav
}

View File

@ -35,15 +35,6 @@ enumflags
EVSPARK_STARTON
};
string spark_snd[] = {
"buttons/spark1.wav",
"buttons/spark2.wav",
"buttons/spark3.wav",
"buttons/spark4.wav",
"buttons/spark5.wav",
"buttons/spark6.wav"
};
class env_spark:CBaseTrigger
{
float m_flMaxDelay;
@ -59,8 +50,7 @@ class env_spark:CBaseTrigger
void
env_spark::CreateSpark(void)
{
int r = floor((random() * spark_snd.length));
sound(this, CHAN_AUTO, spark_snd[r], 1.0f, ATTN_IDLE);
Sound_Play(this, CHAN_AUTO, "env_spark.sfx");
FX_Spark(self.origin, self.angles);
}
@ -123,9 +113,6 @@ env_spark::SpawnKey(string strKey, string strValue)
void
env_spark::env_spark(void)
{
for (int i = 0; i < spark_snd.length; i++) {
precache_sound(spark_snd[i]);
}
Sound_Precache("env_spark.sfx");
CBaseTrigger::CBaseTrigger();
}