From: Rudolf Polzer Date: Sun, 3 Jul 2011 16:00:58 +0000 (+0200) Subject: also get rid of CHAN_WEAPON2 X-Git-Tag: xonotic-v0.5.0~151^2~2^2~18 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=d18d82068eeb84edfe1703360fcda800cae4d0bb;p=xonotic%2Fxonotic-data.pk3dir.git also get rid of CHAN_WEAPON2 --- diff --git a/qcsrc/server/bot/scripting.qc b/qcsrc/server/bot/scripting.qc index ef25a958d..a70e55bf6 100644 --- a/qcsrc/server/bot/scripting.qc +++ b/qcsrc/server/bot/scripting.qc @@ -1061,7 +1061,7 @@ float bot_cmd_sound() f = bot_cmd.bot_cmd_parm_string; precache_sound(f); - sound(self, CHAN_WEAPON2, f, VOL_BASE, ATTN_MIN); + sound(self, CH_WEAPON_B, f, VOL_BASE, ATTN_MIN); return CMD_STATUS_FINISHED; } diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index cab6ec6e7..9e59a4c55 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -374,8 +374,8 @@ void W_WeaponFrame() if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5) { #endif - // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds - sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM); + // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds + sound (self, CH_WEAPON_B, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM); self.weaponentity.state = WS_DROP; // set up weapon switch think in the future, and start drop anim weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear); diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 7f6265f90..8cf41bd26 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -1733,7 +1733,7 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri // now begin the reloading process - sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM); // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, diff --git a/qcsrc/server/g_hook.qc b/qcsrc/server/g_hook.qc index 64fa049db..0437f8043 100644 --- a/qcsrc/server/g_hook.qc +++ b/qcsrc/server/g_hook.qc @@ -299,8 +299,8 @@ void FireGrapplingHook (void) --s; vs = hook_shotorigin[s]; - // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds - sound (self, CHAN_WEAPON2, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM); + // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds + sound (self, CH_WEAPON_B, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM); org = self.origin + self.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z; tracebox(self.origin + self.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, self); diff --git a/qcsrc/server/w_grenadelauncher.qc b/qcsrc/server/w_grenadelauncher.qc index ef31c647f..6f79b3435 100644 --- a/qcsrc/server/w_grenadelauncher.qc +++ b/qcsrc/server/w_grenadelauncher.qc @@ -310,7 +310,7 @@ float w_glauncher(float req) } } if(nadefound) - sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); } else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire)) { diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 3374ce071..cb555ab3f 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -221,7 +221,7 @@ void W_Hagar_Attack2_Load (void) { W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); self.hagar_load += 1; - sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed; } diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index bad89b304..ac7dbb12f 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -44,11 +44,11 @@ void W_Laser_Attack (float issecondary) s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD); if(nodamage) - W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0); + W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0); else if(issecondary == 1) - W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage); + W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage); else - W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage); + W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); diff --git a/qcsrc/server/w_minelayer.qc b/qcsrc/server/w_minelayer.qc index 2f96e82f1..4dafe80e2 100644 --- a/qcsrc/server/w_minelayer.qc +++ b/qcsrc/server/w_minelayer.qc @@ -459,7 +459,7 @@ float w_minelayer(float req) if (self.BUTTON_ATCK2) { if(W_PlacedMines(TRUE)) - sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); } } else if (req == WR_PRECACHE) diff --git a/qcsrc/server/w_nex.qc b/qcsrc/server/w_nex.qc index 8e01140e5..91ec0ef37 100644 --- a/qcsrc/server/w_nex.qc +++ b/qcsrc/server/w_nex.qc @@ -59,7 +59,7 @@ void W_Nex_Attack (float issecondary) W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg); if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound { - sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM); + sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM); } yoda = 0; diff --git a/qcsrc/server/w_rocketlauncher.qc b/qcsrc/server/w_rocketlauncher.qc index fd82aac5a..9f0623684 100644 --- a/qcsrc/server/w_rocketlauncher.qc +++ b/qcsrc/server/w_rocketlauncher.qc @@ -209,7 +209,7 @@ void W_Rocket_Think (void) { pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1); // TODO add a better sound here - sound (self.realowner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM); + sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM); self.count = 1; } } @@ -433,7 +433,7 @@ float w_rlauncher(float req) } } if(rockfound) - sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); } } } diff --git a/qcsrc/server/w_tuba.qc b/qcsrc/server/w_tuba.qc index 461972040..693612de9 100644 --- a/qcsrc/server/w_tuba.qc +++ b/qcsrc/server/w_tuba.qc @@ -130,18 +130,8 @@ void W_Tuba_NoteThink() void W_Tuba_Attack(float hittype) { vector o; - float c, n; + float n; W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage); - if(self.tuba_notecount) - { - self.tuba_notecount = FALSE; - c = CHAN_WEAPON; - } - else - { - self.tuba_notecount = TRUE; - c = CHAN_WEAPON2; - } n = Tuba_GetNote(self, hittype);