113 lines
2.6 KiB
Plaintext
113 lines
2.6 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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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 targ_speaker (1 0 0) (-8 -8 -8) (8 8 8)
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# OVERVIEW
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This entity plays a sample upon triggering at a specified volume.
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# KEYS
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- "targetname" : Name
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- "target" : Target when triggered
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- "killtarget" : Target to kill when triggered
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- "tsnoise" : Path to the sound file
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- "volume" : Volume to play the sound as (normalized, 0.0 - 1.0)
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# TRIVIA
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It was introduced in Gunman Chronicles (2000).
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It's not any more useful than an ambient_generic.
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I suspect it's a carry-over from when Gunman was a Quake II mod, as
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Quake/Quake II did not have an entity that allowed custom sound samples
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to be played.
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*/
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class
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targ_speaker:NSPointTrigger
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{
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string m_strSample;
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float m_flVolume;
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public:
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void targ_speaker(void);
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virtual void Save(float);
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virtual void Restore(string,string);
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virtual void SpawnKey(string,string);
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virtual void Respawn(void);
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virtual void Trigger(entity, triggermode_t);
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};
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void
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targ_speaker::targ_speaker(void)
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{
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m_strSample = __NULL__;
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m_flVolume = 0.0f;
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}
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void
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targ_speaker::Save(float handle)
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{
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super::Save(handle);
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SaveString(handle, "m_strSample", m_strSample);
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SaveFloat(handle, "m_flVolume", m_flVolume);
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}
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void
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targ_speaker::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_strSample":
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m_strSample = ReadString(strValue);
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break;
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case "m_flVolume":
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m_flVolume = ReadFloat(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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targ_speaker::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "tsnoise":
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m_strSample = strValue;
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break;
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case "volume":
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m_flVolume = stof(strValue);
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break;
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default:
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break;
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}
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}
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void
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targ_speaker::Respawn(void)
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{
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InitPointTrigger();
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}
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void
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targ_speaker::Trigger(entity act, triggermode_t state)
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{
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if (GetMaster() == FALSE)
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return;
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sound(this, CHAN_AUTO, m_strSample, m_flVolume, ATTN_NORM);
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}
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