Git Repos / fte_dogmode / qc / misc / noisemaker.qc
Last update to this file was on 2025-08-13 at 05:20.
Show noisemaker.qc
//==============================================================================
// misc_noisemaker
//==============================================================================
//======================================================================
// forward declarations
//======================================================================
// misc_noisemaker
#ifdef SSQC
void() misc_noisemaker_think;
void(entity e) misc_noisemaker_init;
void() misc_noisemaker;
#endif
//------------------------------------------------------------------------------
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10) X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
For optimzation testing, starts a lot of sounds.
*/
//----------------------------------------------------------------------
// class misc_noisemaker: base_mapentity
// {
#ifdef SSQC
//--------------------------------------------------------------
void() misc_noisemaker_think =
{
self.nextthink = time + 0.5;
sound (self, 1, snd_enforcer_fire.wav, VOL_HIGH, ATTN_NORM);
sound (self, 2, snd_enforcer_fire_hit.wav, VOL_HIGH, ATTN_NORM);
sound (self, 3, snd_enforcer_sight_01.wav, VOL_HIGH, ATTN_NORM);
sound (self, 4, snd_enforcer_sight_02.wav, VOL_HIGH, ATTN_NORM);
sound (self, 5, snd_enforcer_sight_03.wav, VOL_HIGH, ATTN_NORM);
sound (self, 6, snd_enforcer_sight_04.wav, VOL_HIGH, ATTN_NORM);
sound (self, 7, snd_enforcer_pain_01.wav, VOL_HIGH, ATTN_NORM);
};
//--------------------------------------------------------------
void(entity e) misc_noisemaker_init =
{
e.classname = "misc_noisemaker";
e.classtype = CT_MISC_NOISEMAKER;
base_mapentity_init (e);
precache_sound2 (snd_enforcer_fire.wav);
precache_sound2 (snd_enforcer_fire_hit.wav);
precache_sound2 (snd_enforcer_sight_01.wav);
precache_sound2 (snd_enforcer_sight_02.wav);
precache_sound2 (snd_enforcer_sight_03.wav);
precache_sound2 (snd_enforcer_sight_04.wav);
precache_sound2 (snd_enforcer_pain_01.wav);
precache_sound2 (snd_enforcer_pain_02.wav);
precache_sound2 (snd_enforcer_death.wav);
precache_sound2 (snd_enforcer_idle.wav);
e.think = misc_noisemaker_think;
e.nextthink = time + 0.1 + random ();
};
//--------------------------------------------------------------
void() misc_noisemaker =
{
// new spawnflags for all entities -- iw
if (SUB_Inhibit())
return;
misc_noisemaker_init (self);
};
#endif
// };
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Log noisemaker.qc
Date | Commit Message | Author | + | - |
---|---|---|---|---|
2025-08-13 | Another big commit. Item changes, field rework, etc. | cev | +18 | -18 |
2024-06-15 | Major update, committing as-is, will have bugs | cev | +11 | -7 |
2024-03-24 | 2nd pass refactor, rework QC class structure | cev | +36 | -15 |
2024-01-31 | Class based monster refactor & start projectiles | cev | +1 | -1 |
2024-01-09 | Continue OO / Class-based refactor | cev | +9 | -10 |
2023-12-09 | Start OO / class-based refactor, work on items | cev | +35 | -29 |
2023-12-02 | More refactoring & moving, begin adding mdls & snd | cev | +41 |
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