footsteps

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1357 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2007-10-14 12:58:26 +00:00
parent 7befa37ee5
commit 6f4868ab9f
15 changed files with 266 additions and 148 deletions
+7 -7
View File
@@ -117,7 +117,7 @@ void reload(playerent *d)
d->ammo[d->gunselect] -= numbullets;
if(has_akimbo(d)) playsoundc(S_RAKIMBO);
else if(d->type==ENT_BOT) playsound(guns[d->gunselect].reload, &d->o);
else if(d->type==ENT_BOT) playsound(guns[d->gunselect].reload, d);
else playsoundc(guns[d->gunselect].reload);
if(d==player1) addmsg(SV_RELOAD, "ri2", lastmillis, d->gunselect);
@@ -274,7 +274,7 @@ void hit(int damage, playerent *d, playerent *at, const vec &vel, int gun, bool
{
h.dir = ivec(int(vel.x*DNF), int(vel.y*DNF), int(vel.z*DNF));
damageeffect(damage, d);
playsound(S_PAIN1+rnd(5), &d->o);
playsound(S_PAIN1+rnd(5), d);
}
}
}
@@ -314,7 +314,7 @@ void splash(projectile &p, vec &v, vec &vold, playerent *notthis, int qdam)
particle_splash(0, 50, 300, v);
if(p.gun!=GUN_GRENADE)
{
playsound(S_FEXPLODE, &v);
playsound(S_FEXPLODE, NULL, NULL, &v);
// no push?
}
else
@@ -476,7 +476,7 @@ VARP(gibspeed, 1, 30, 100);
void addgib(playerent *d)
{
if(!d) return;
playsound(S_GIB, &d->o);
playsound(S_GIB, d);
loopi(gibnum)
{
@@ -555,13 +555,13 @@ void explode_nade(bounceent *i)
{
if(!i) return;
if(i->bouncestate != NADE_THROWED) thrownade(i->owner, vec(0,0,0), i);
playsound(S_FEXPLODE, &i->o);
playsound(S_FEXPLODE, NULL, NULL, &i->o);
newprojectile(i->o, i->o, 1, i->owner==player1, i->owner, GUN_GRENADE);
}
void shootv(int gun, vec &from, vec &to, playerent *d, bool local, int nademillis) // create visual effect from a shot
{
if(guns[gun].sound) playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
if(guns[gun].sound) playsound(guns[gun].sound, d==player1 ? NULL : d);
switch(gun)
{
case GUN_KNIFE:
@@ -707,7 +707,7 @@ bool hasammo(playerent *d) // bot mod
{
if(!d->mag[d->gunselect])
{
if(d->type==ENT_BOT) playsound(S_NOAMMO, &d->o);
if(d->type==ENT_BOT) playsound(S_NOAMMO, d);
else playsoundc(S_NOAMMO);
updatelastaction(d);
d->gunwait[d->gunselect] += 250;