const float STAT_TIMELIMIT = 236;
const float STAT_MOVEVARS_GRAVITY = 242;
-// Sound Constants
-//const float CHAN_AUTO = 0;
-//const float CHAN_WEAPON = 1;
-//const float CHAN_VOICE = 2;
-//const float CHAN_ITEM = 3;
-//const float CHAN_BODY = 4;
-
-//const float ATTN_NONE = 0;
-//const float ATTN_NORM = 1;
-//const float ATTN_IDLE = 2;
-//const float ATTN_STATIC = 3;
-
// Quake-style Point Contents
const float CONTENT_EMPTY = -1;
const float CONTENT_SOLID = -2;
self = other;
other = temp;
+ /* PLEASE FIX THE SOUND CHANNEL BEFORE ACTIVATING THIS
if (self.classname == "monster_ogre")
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
+ */
//dprint ("t_movetarget\n");
self.goalentity = self.movetarget = find (world, targetname, other.target);
if (other.enemy)
return; // fighting, not following a path
+ /* PLEASE FIX THE SOUND CHANNEL BEFORE ACTIVATING THIS
if (other.classname == "monster_ogre")
sound (other, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
+ */
monster_wanderpaththink();
};
if (random() < 0.005)
{
// blink for an instant, this causes the appear sound, alarming the player as if under attack
+ /* PLEASE FIX THE SOUND CHANNEL BEFORE ACTIVATING THIS
sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
+ */
a = 1;
}
}
else
{
// if unghosting, make sure we have an enemy, otherwise stay ghosted (even if blinking) so we can't be shot while blinking
+ /* PLEASE FIX THE SOUND CHANNEL BEFORE ACTIVATING THIS
if (self.solid != SOLID_SLIDEBOX)
sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
+ */
self.solid = SOLID_SLIDEBOX;
self.takedamage = DAMAGE_AIM;
}
self.cnt = time + 0.25;
self.nextthink = 0;
self.movetype = MOVETYPE_BOUNCE;
- sound (self, CHAN_VOICE, "", 0.4 * VOL_BASE, ATTN_NORM);
return;
}