Git Repos / fte_dogmode / qc / custom_snd.qc
Last update to this file was on 2024-06-15 at 19:50.
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//==============================================================================
// MAPPER-SETTABLE CUSTOM SOUND EFFECTS FOR MONSTERS
//==============================================================================
/*
========================================================================
This file was created for progs_dump by Ian "iw" Walshaw, January 2020.
TODO: iw to add descriptive comments to this file.
========================================================================
*/
//======================================================================
// fields -- Custom Monster Sounds -- dumptruck_ds
//======================================================================
#ifdef SSQC
.string snd_death;
.string snd_pain;
.string snd_sight;
.string snd_attack;
.string snd_hit;
.string snd_idle;
.string snd_land;
.string snd_move;
.string snd_misc;
.string snd_misc1;
.string snd_misc2;
.string snd_misc3;
#endif
//======================================================================
// forward declarations
//======================================================================
#ifdef SSQC
void(entity e, .string snd_field, string default_file) precache_sound_custom;
void(entity e, string default_file) precache_sound_attack;
void(entity e, string default_file) precache_sound_death;
void(entity e, string default_file) precache_sound_hit;
void(entity e, string default_file) precache_sound_idle;
void(entity e, string default_file) precache_sound_land;
void(entity e, string default_file) precache_sound_misc;
void(entity e, string default_file) precache_sound_misc1;
void(entity e, string default_file) precache_sound_misc2;
void(entity e, string default_file) precache_sound_misc3;
void(entity e, string default_file) precache_sound_move;
void(entity e, string default_file) precache_sound_pain;
void(entity e, string default_file) precache_sound_sight;
void(entity e, .string snd_field, string default_file) precache_sound2_custom;
void(entity e, string default_file) precache_sound2_attack;
void(entity e, string default_file) precache_sound2_death;
void(entity e, string default_file) precache_sound2_hit;
void(entity e, string default_file) precache_sound2_idle;
void(entity e, string default_file) precache_sound2_land;
void(entity e, string default_file) precache_sound2_misc;
void(entity e, string default_file) precache_sound2_misc1;
void(entity e, string default_file) precache_sound2_misc2;
void(entity e, string default_file) precache_sound2_misc3;
void(entity e, string default_file) precache_sound2_move;
void(entity e, string default_file) precache_sound2_pain;
void(entity e, string default_file) precache_sound2_sight;
void(.string f, entity e, float c, string d, float v, float att) sound_custom;
void(entity e, float chan, string def, float vol, float atten) sound_attack;
void(entity e, float chan, string def, float vol, float atten) sound_death;
void(entity e, float chan, string def, float vol, float atten) sound_hit;
void(entity e, float chan, string def, float vol, float atten) sound_idle;
void(entity e, float chan, string def, float vol, float atten) sound_land;
void(entity e, float chan, string def, float vol, float atten) sound_misc;
void(entity e, float chan, string def, float vol, float atten) sound_misc1;
void(entity e, float chan, string def, float vol, float atten) sound_misc2;
void(entity e, float chan, string def, float vol, float atten) sound_misc3;
void(entity e, float chan, string def, float vol, float atten) sound_move;
void(entity e, float chan, string def, float vol, float atten) sound_pain;
void(entity e, float chan, string def, float vol, float atten) sound_sight;
#endif
//------------------------------------------------------------------------------
#ifdef SSQC
//----------------------------------------------------------------------
// precache_sound_custom
//----------------------------------------------------------------------
void(entity e, .string snd_field, string default_file) precache_sound_custom =
{
if (e.snd_field != "")
precache_sound (e.snd_field);
else
precache_sound (default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_attack =
{
precache_sound_custom (e, snd_attack, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_death =
{
precache_sound_custom (e, snd_death, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_hit =
{
precache_sound_custom (e, snd_hit, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_idle =
{
precache_sound_custom (e, snd_idle, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_land =
{
precache_sound_custom (e, snd_land, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_misc =
{
precache_sound_custom (e, snd_misc, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_misc1 =
{
precache_sound_custom (e, snd_misc1, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_misc2 =
{
precache_sound_custom (e, snd_misc2, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_misc3 =
{
precache_sound_custom (e, snd_misc3, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_move =
{
precache_sound_custom (e, snd_move, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_pain =
{
precache_sound_custom (e, snd_pain, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound_sight =
{
precache_sound_custom (e, snd_sight, default_file);
};
//----------------------------------------------------------------------
// precache_sound2_custom
//----------------------------------------------------------------------
void(entity e, .string snd_field, string default_file) precache_sound2_custom =
{
if (e.snd_field != "")
precache_sound2 (e.snd_field);
else
precache_sound2 (default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_attack =
{
precache_sound2_custom (e, snd_attack, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_death =
{
precache_sound2_custom (e, snd_death, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_hit =
{
precache_sound2_custom (e, snd_hit, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_idle =
{
precache_sound2_custom (e, snd_idle, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_land =
{
precache_sound2_custom (e, snd_land, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_misc =
{
precache_sound2_custom (e, snd_misc, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_misc1 =
{
precache_sound2_custom (e, snd_misc1, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_misc2 =
{
precache_sound2_custom (e, snd_misc2, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_misc3 =
{
precache_sound2_custom (e, snd_misc3, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_move =
{
precache_sound2_custom (e, snd_move, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_pain =
{
precache_sound2_custom (e, snd_pain, default_file);
};
//----------------------------------------------------------------------
void(entity e, string default_file) precache_sound2_sight =
{
precache_sound2_custom (e, snd_sight, default_file);
};
//----------------------------------------------------------------------
// sound_custom
//----------------------------------------------------------------------
void(.string snd_field, entity e, float chan, string default_file,
float vol, float atten) sound_custom =
{
if (e.snd_field != "")
sound (e, chan, e.snd_field, vol, atten);
else
sound (e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_attack =
{
sound_custom (snd_attack, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_death =
{
sound_custom (snd_death, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_hit =
{
sound_custom (snd_hit, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_idle =
{
sound_custom (snd_idle, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_land =
{
sound_custom (snd_land, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_misc =
{
sound_custom (snd_misc, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_misc1 =
{
sound_custom (snd_misc1, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_misc2 =
{
sound_custom (snd_misc2, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_misc3 =
{
sound_custom (snd_misc3, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_move =
{
sound_custom (snd_move, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_pain =
{
sound_custom (snd_pain, e, chan, default_file, vol, atten);
};
//----------------------------------------------------------------------
void(entity e, float chan, string default_file, float vol, float atten)
sound_sight =
{
sound_custom (snd_sight, e, chan, default_file, vol, atten);
};
#endif
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Log custom_snd.qc
Date | Commit Message | Author | + | - |
---|---|---|---|---|
2024-06-15 | Major update, committing as-is, will have bugs | cev | +6 | |
2024-03-24 | 2nd pass refactor, rework QC class structure | cev | +117 | -54 |
2023-12-02 | More refactoring & moving, begin adding mdls & snd | cev | +233 | -60 |
2023-10-13 | Rename "qc-server" dir to "qc" | cev | +100 |
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