From: Mario Date: Mon, 2 Sep 2013 11:55:23 +0000 (+1000) Subject: Remove old monster sound system X-Git-Tag: xonotic-v0.8.0~241^2^2~86 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=ae352832f7f21ffa8b1aca94823bfb82ad30da09;p=xonotic%2Fxonotic-data.pk3dir.git Remove old monster sound system --- diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc index 62555c371..6638dc3a8 100644 --- a/qcsrc/common/monsters/sv_monsters.qc +++ b/qcsrc/common/monsters/sv_monsters.qc @@ -443,7 +443,6 @@ void monster_checkattack(entity e, entity targ) if(vlen(targ.origin - e.origin) <= e.attack_range) if(e.monster_attackfunc(MONSTER_ATTACK_MELEE)) { - //monster_sound(e.msound_attack_melee, 0, FALSE); MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE); return; } @@ -451,7 +450,6 @@ void monster_checkattack(entity e, entity targ) if(vlen(targ.origin - e.origin) > e.attack_range) if(e.monster_attackfunc(MONSTER_ATTACK_RANGED)) { - //monster_sound(e.msound_attack_ranged, 0, FALSE); MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE); return; } @@ -645,7 +643,6 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_ self.enemy = FindTarget(self); if(self.enemy) MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE); - //monster_sound(self.msound_sight, 0, FALSE); } self.last_enemycheck = time + 0.5; @@ -660,7 +657,6 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_ if not(self.enemy) MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE); - //monster_sound(self.msound_idle, 5, TRUE); if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE) self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95); @@ -897,7 +893,6 @@ void monster_die() monster_dropitem(); MonsterSound(monstersound_death, 0, FALSE, CH_VOICE); - //monster_sound(self.msound_death, 0, FALSE); if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned) monsters_killed += 1; @@ -1037,8 +1032,7 @@ void monster_spawn() if(teamplay) self.monster_attack = TRUE; // we can have monster enemies in team games - - //monster_sound(self.msound_spawn, 0, FALSE); + MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE); self.think = monster_think; diff --git a/qcsrc/common/monsters/sv_monsters.qh b/qcsrc/common/monsters/sv_monsters.qh index e929defe8..2327887cc 100644 --- a/qcsrc/common/monsters/sv_monsters.qh +++ b/qcsrc/common/monsters/sv_monsters.qh @@ -34,6 +34,7 @@ const float MONSTER_ATTACK_RANGED = 2; // monster sounds // copied from player sounds +.float msound_delay; // temporary antilag system #define ALLMONSTERSOUNDS \ _MSOUND(death) \ _MSOUND(sight) \ @@ -63,15 +64,6 @@ const float MONSTERFLAG_INFRONT = 32; // only check for enemies infront of us const float MONSTERFLAG_MINIBOSS = 64; // monster spawns as mini-boss (also has a chance of naturally becoming one) const float MONSTERFLAG_SPAWNED = 16384; // flag for spawned monsters -.float msound_delay; // restricts some monster sounds -.string msound_idle; -.string msound_death; -.string msound_attack_melee; -.string msound_attack_ranged; -.string msound_spawn; -.string msound_sight; -.string msound_pain; - .void() monster_spawnfunc; .float monster_movestate; // used to tell what the monster is currently doing