From: Freddy Date: Thu, 10 Nov 2016 21:48:44 +0000 (+0100) Subject: Add .m_respawnsound for GameItems X-Git-Tag: xonotic-v0.8.2~450^2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=refs%2Fmerge-requests%2F386%2Fhead;p=xonotic%2Fxonotic-data.pk3dir.git Add .m_respawnsound for GameItems --- diff --git a/qcsrc/common/items/item.qh b/qcsrc/common/items/item.qh index 679deb2c5..bac127059 100644 --- a/qcsrc/common/items/item.qh +++ b/qcsrc/common/items/item.qh @@ -48,6 +48,7 @@ CLASS(GameItem, Object) ATTRIB(GameItem, m_waypointblink, int, 1); #ifdef GAMEQC ATTRIB(GameItem, m_glow, bool, false); + ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN); #endif METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns)) { diff --git a/qcsrc/common/items/item/powerup.qh b/qcsrc/common/items/item/powerup.qh index 664c37847..26d649d7a 100644 --- a/qcsrc/common/items/item/powerup.qh +++ b/qcsrc/common/items/item/powerup.qh @@ -27,6 +27,7 @@ REGISTER_ITEM(Strength, Powerup) { this.m_model = MDL_Strength_ITEM; this.m_sound = SND_Strength; this.m_glow = true; + this.m_respawnsound = SND_STRENGTH_RESPAWN; #endif this.m_name = "Strength Powerup"; this.m_icon = "strength"; @@ -46,6 +47,7 @@ REGISTER_ITEM(Shield, Powerup) { this.m_model = MDL_Shield_ITEM; this.m_sound = SND_Shield; this.m_glow = true; + this.m_respawnsound = SND_SHIELD_RESPAWN; #endif this.m_name = "Shield"; this.m_icon = "shield"; diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 4f8d5370f..3a7aea729 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -497,19 +497,7 @@ void Item_ItemsTime_SetTimesForAllPlayers(); void Item_Respawn (entity this) { Item_Show(this, 1); - // this is ugly... - switch(this.itemdef) - { - case ITEM_Strength: - sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound - break; - case ITEM_Shield: - sound(this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound - break; - default: - sound(this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound - break; - } + sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound setorigin(this, this.origin); if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)