108 lines
2.5 KiB
Plaintext
108 lines
2.5 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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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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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 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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void(void) targ_speaker;
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virtual void(float) Save;
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virtual void(string, string) Restore;
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virtual void(void) Respawn;
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virtual void(entity,int) Trigger;
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virtual void(string, string) SpawnKey;
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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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SaveString(handle, "sample", m_strSample);
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SaveFloat(handle, "volume", m_flVolume);
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super::Save(handle);
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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 "sample":
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m_strSample = ReadString(strValue);
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break;
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case "volume":
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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::Trigger(entity act, int 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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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::targ_speaker(void)
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{
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super::NSPointTrigger();
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}
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